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« Reply #5535 on: May 09, 2014, 08:39:14 PM » |
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The brawlex CSS expansion 1.0.2.0 is not working for me for some odd reason, I even tried using the default files and it is still not working, here my codeset.
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« Reply #5536 on: May 09, 2014, 09:20:07 PM » |
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There's a cosmetics template (All the files already set up for you) in my sig which has links to a brawlex cosmetics tutorial.
This was awesome, thanks! Would anybody know why using Ex would cause the three independent pokemon to show up as Mario on the CSS screen? The game freezes if you try to select them. I didn't edit anything with them from the normal Minus, so I don't know why they're not working. Roy and Mewtwo for some reason still cause freezes as well, I'm trying to sort that out. But everything else is working great, you guys are awesome for helping me. EDIT: I found the cause of the independent pokemon; it seems without the Code for Gige and Company Fix, the independent pokemon do not show up (this happens in the tutorial as well, I just didn't notice until now). However, re-enabling the code causes some errors in my extra characters...
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« Last Edit: May 09, 2014, 11:45:20 PM by arnypalmy »
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« Reply #5537 on: May 10, 2014, 05:48:25 AM » |
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I found the cause of the independent pokemon; it seems without the Code for Gige and Company Fix, the independent pokemon do not show up (this happens in the tutorial as well, I just didn't notice until now). However, re-enabling the code causes some errors in my extra characters...
You don't need any of those CSS codes anymore. Using the most recent version of BrawlEx you can just edit the CSSRoster.dat with the config editor and specify what characters you want to show up. There are even ID's for the independant pokemon rather than pokemon trainer.
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« Reply #5538 on: May 10, 2014, 09:36:53 AM » |
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The brawlex CSS expansion 1.0.2.0 is not working for me for some odd reason, I even tried using the default files and it is still not working, here my codeset. You're using an outdated version. Use the latest one.
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Before someone attacks me: No, I won't say/accept the term "American" to refer exclusively to people or things from the United States. America is a continent and deal with it. I'm an American, but not necessarily from the U.S.
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« Reply #5539 on: May 10, 2014, 09:55:35 AM » |
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Someone have an idear when phantomwing will update this? I don´t want to hurry anybody, just wanted to ask.
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« Reply #5540 on: May 10, 2014, 09:57:37 AM » |
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Someone have an idear when phantomwing will update this? I don´t want to hurry anybody, just wanted to ask.
He should be doing SFXConfig.dat files to make the clones have their own ![Cheesy](https://forums.kc-mm.com/Smileys/default/cheesy.gif) I might be wrong. I hope I'm not.
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Before someone attacks me: No, I won't say/accept the term "American" to refer exclusively to people or things from the United States. America is a continent and deal with it. I'm an American, but not necessarily from the U.S.
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« Reply #5541 on: May 10, 2014, 10:26:19 AM » |
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Someone have an idear when phantomwing will update this? I don´t want to hurry anybody, just wanted to ask.
Well, this is how I see it: No doubt he knows that with the research we've gotten the character count to it's maximum. I've messaged him (with no response) and I've told Sammi (with no response) but I'm going to assume that one of them read it. I'd be surprised if PW didn't know. So what could he be working on now? Here are my theories, and keep in mind that they're not all likely: -SFX for clones. I could see this being a priority considering the way some of the clones sound being over other characters. I don't fully know what'd it be or if it would count the boss slot and extra data clone options that I've done, but considering production wouldv'e started before the success of boss slots and extra data, I could see this at least existing for fighters 3F to 63. -Universal modules. This is a stretch, but it would be fantastic. The game comes with modules that we can download in the iso dump of files. What if he made it so that you could just use those generic ones? in a sense, it would allow us to clone anyone. We'd probably need a tutorial on how to change certain values, since I'm assuming he'd make it doable, but still complicated since it would probably need to be. This would be unfortunate for anyone working on a module, but it would overall make it much easier. -Or more modules maybe. Maybe he wants to release them in a pack, rather than individually? -Super Stage Expansion. Okay... so I'm probably the only one here who wants this MORE than anything else, but with close to 100 characters to pick from, it'd be awesome if each character had a stage that represented them. I TRY to do that, but it doesn't always work, and it wouldn't work now considering that the max for stages is 78. That's a lot but with so many high quality and awesome stages being released all the time, I would go bananas if we upend it to 100 or more. I'd take this over new modules any day. I love stages. -Dare I say, perhaps increasing the size even more? as in, beyond 63 somehow... I don't think that's possible, but I'm not educated too much in that so... I'm going to ignorantly give it a "maybe". But forreal I'd love a Stage engine, where you can open and close stage slots the same way we can for characters, and we can make more pages and... man I'm probably the only one that wants this but if he made the clone engine for stages I'd skip work for a day and just set that up lol says a lot about me, but I love trying new stages.
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« Reply #5542 on: May 10, 2014, 11:10:34 AM » |
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Nah, you're not the only one who would love a stage engine. ![Smiley](https://forums.kc-mm.com/Smileys/default/smiley.gif)
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« Reply #5543 on: May 10, 2014, 11:22:10 AM » |
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I don't quite understand how the costume expansion feature works.
I assume checking off 1-9 gives you ten costumes... but what's the need for 10 and 11? And then, what does "?A" and "?B" stand for?
In any case, anything I check doesn't really give me results anyway.
Oh, and provided I wanted to give characters who are already in the game more costumes, would I have to edit their own respective .DAT files from the ISO?
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« Last Edit: May 10, 2014, 11:45:35 AM by Amarythe »
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Super Smash Brothers: All Stars is currently looking for new recruits! SSB:AS is a project dedicated to filling Project M with as much canon material as possible. The aim is to cram the game with movesets, textures, stages, and easter-eggs which accurately reflect each character's abilities from their respective franchises. If you are a relatively skilled hacker with an interest in helping achieve this concept, please visit the official thread by clicking on the banner, or contact me via private message. Any help would be greatly appreciated!
We need: Skilled animators, Advanced PSA specialists, Coders for Special Attacks, Proficient Modelers/Importers, Adept Stage Makers, Graphic Artists for Menus/Portraits, Play-Testers and Glitch-Finders!
*All applicants must come equipped with their own pair of nostalgia goggles
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« Reply #5544 on: May 10, 2014, 11:34:00 AM » |
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You don't need any of those CSS codes anymore. Using the most recent version of BrawlEx you can just edit the CSSRoster.dat with the config editor and specify what characters you want to show up. There are even ID's for the independant pokemon rather than pokemon trainer.
He's using Brawl Minus and trying to add new characters, he cannot use the newest version using the CSS expansion. And people, please stop calling the CSS code version 'outdated'. It's just as up to date as the CSS expansion method, the engine is exactly the same. The only difference is that you don't need codes anymore. It's rather desceptive to new users to call the CSS code method outdated when the engine is exactly the same. Furthermore, the CSS code method is currently the one minus uses because of the flickering icon issue with the CSS expansion. If he want's to add more characters he will need to edit minus' CSS code. If your on the most recent version of minus here , then all you would have to do is setup the clone and add the ID to the code. Adding the giga and company code breaks BrawlEx. In this version of minus, the pokemon slots should be perfectly fine. It was caused by having the wrong ID's in the CSS code since older versions of minus used switched around character ID's
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« Reply #5545 on: May 10, 2014, 01:23:55 PM » |
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does anyone have a brawl ex pack that works with all star mode, classic mode
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« Reply #5546 on: May 10, 2014, 01:26:45 PM » |
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Well, this is how I see it:
No doubt he knows that with the research we've gotten the character count to it's maximum. I've messaged him (with no response) and I've told Sammi (with no response) but I'm going to assume that one of them read it. I'd be surprised if PW didn't know.
Sorry about not getting back to you about that. But you seemed to be getting the hang of things just fine without my help. Anyways, I may as well give you guys a heads up for what's to come in the next release. It might not be as grand as anyone may have been thinking, but I think it covers some of the most essential features. -Expanding the number of character slots from 100 to 128: For the most part, I want to avoid using the forbidden 7 slots and the boss slots all together as ExSlots are a lot more secure than regular slots ( e.g. Kirby is unable to copy ExSlot characters whereas that's not the case for regular slots). Increasing the roster to 128 should allow us to properly have 100 characters in the roster despite the unused slots. -Fixing All Star and Classic mode for ExCharacters: I'd like to get BrawlEx to a state where there is a minimal chance of the game crashing providing everything is configured properly. -Various config file updates: -- Add Result Camera data to Slot Configs. -- Add Victory Announcer Calls to Slot Configs. -- Add ColorSet identifiers to Slot Configs. ( allowing colors to show up properly in training mode) -- Add per-color Final Smashes to Fighter Configs. As of today, all of these features are up and running as standalone units. The main cause for delay has been implementing it all into the bx_fighter.rel file. As for the other features, I haven't taken the time to do sound effects, but I have a feeling that if I were to do them, I would implement them as a separate BrawlEx system similar to how the CSSRosterExpansion is separate from the Clone Engine. Modules are always on my todo list, but right now they aren't really a primary focus. The BrawlEx Stage Roster Expansion will probably be my next big project once I get the BrawlEx Clone Engine to a state where I want it to be. The old Stage Roster Expansion code has a lot of room for improvement which I think could be implemented better using custom modules. Seeing as I have all the core features for the next release ready, I expect that I'll be able to make the next BrawlEx Clone Engine release reasonably soon. But as usual, I can't make any guarantees.
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« Reply #5547 on: May 10, 2014, 01:29:27 PM » |
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Good to see you, PhantomWings. Can't wait for future updates.
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« Reply #5548 on: May 10, 2014, 01:31:15 PM » |
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If he want's to add more characters he will need to edit minus' CSS code. If your on the most recent version of minus here , then all you would have to do is setup the clone and add the ID to the code. Adding the giga and company code breaks BrawlEx. In this version of minus, the pokemon slots should be perfectly fine. It was caused by having the wrong ID's in the CSS code since older versions of minus used switched around character ID's Ah, that's it! I'm using the older version of Minus, so I had to change the values for the independent pokemon in the CSS code to 1E1D1C instead of 5E5D5C. Now the pokemon show up and work, thanks. You said you were involved in developing Minus, right? If so, thank you, because I've been playing the different versions of it for the past two years. I have another quick question for you then (this is all new to me, so I seem to have an endless supply of questions, sorry). You guys added Pichu to the latest version of Minus using the Ex engine; I attempted to add in your Pichu over a clone slot of Pikachu, which seems to work, only the sound and some visual effects aren't all working. Any clue as to how I can fix that? Is there a tutorial for the sound stuff lying around on the forums somewhere?
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« Reply #5549 on: May 10, 2014, 01:50:26 PM » |
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Ahh, glad to see you around PW. I was reading up on your info you put up on OpenSA recently, very good indeed. In any case, that all sounds pretty amazing. ![Smiley](https://forums.kc-mm.com/Smileys/default/smiley.gif) Can't wait to experiment around with it comes out. One thing i just remembered, has anyone else experienced luigi and others Final smashes not having music when using BrawlEx? as in, not clones. Just the vBrawl characters. Ah, that's it! I'm using the older version of Minus, so I had to change the values for the independent pokemon in the CSS code to 1E1D1C instead of 5E5D5C. Now the pokemon show up and work, thanks.
You said you were involved in developing Minus, right? If so, thank you, because I've been playing the different versions of it for the past two years.
Yes im one of the main devs, Glad to see you enjoy minus! The reason sfx and such might not work is if you forgot to add the .sawnd files for pichu's sfx. May i ask why your using older versions of minus? BrawlEx is already setup in the new version and the older GCT's may contain things that clash with it unfortunately. As for the gfx stuff, if your using Minus' pichu there shouldn't be any graphical clashes going on even with a pikachu and pichu in the same match.
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