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Author Topic: The Brawl Expansion Project  (Read 2847404 times)
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Nebulon
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    « Reply #7275 on: September 12, 2014, 06:38:48 PM »


    With big help from Alejandro I am able to give Goku sfx. I just need to know how to change the sfx ID from which it loads. We're using Crazy Hand's boss SFX. I know this sort of tihng has been answered before but I typed it into seach and couldn't find an answer so if someone could tell me I'll be on my way.

    Since some SFX things are getting done I guess people can expect at least one more update before PW update EX.

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    Ricky (Br3)
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    « Reply #7276 on: September 12, 2014, 07:07:44 PM »


    You have to change the soundbank for the clone and also, within PSA, make the specific move call for the specific SFX.

    Did you see the tutorial for narrator calls that I PM'd you, Nebulon?
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    Nebulon
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    « Reply #7277 on: September 12, 2014, 07:22:10 PM »


    You have to change the soundbank for the clone and also, within PSA, make the specific move call for the specific SFX.

    Did you see the tutorial for narrator calls that I PM'd you, Nebulon?

    I did get your message on announcer calls (sorry I didn't respond I've had a lot of pms lately).

    I'm familiar with character sfx I just need to know where in the cssslot or slot... I'm pretty sure it's slot.... I just need to know where to put the value for Crazy hand is. I already went through the PSA and made it match up. Smiley
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    Ricky (Br3)
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    « Reply #7278 on: September 12, 2014, 07:43:39 PM »


    Soundbank is on

    FighterXX.dat

    Quote
    Fighter Config
    0x00 Tag ("FITC" or "FCFG")
    0x04 File Size (0x100)
    0x08 Version (2)
    0x0C Edit Flags

    0x10 Entry .Pac Color Flag
    0x11 Result .Pac Color Flag
    0x12 KirbyCopy .Pac Color Flag
    0x13 Character Load Flags
    0x14 **Final .Pac Color Flag
    0x16 Color .Pac Flags
    0x18 Entry Article Flag
    0x1C Sound Bank
    0x20 Kirby Sound Bank
    0x30 .Pac Resource String (0x30 chars)
    0x60 KirbyCopy .Pac Resource String (0x30 chars)
    0x90 Module Resource String (0x20 chars)
    0xB0 Internal Name (0x10 chars)
    0xC0 IC-Constants
    0xF8 Texture Load Function (0, 1, 2, 3, 4, or 5)
    0xFC AI Controller (fighter Id)

    Edit Flags: None

    ** Version 2 Only.
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    Deather1928
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    « Reply #7279 on: September 14, 2014, 05:51:01 PM »


    The MEGA Website sas that he deleted the download.. That True Or is it just this ricket rack laptop? is there a link to a repaired download?    NOTE:This Is The BrawlEx Clone Tool.
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    DoChobin
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    « Reply #7280 on: September 15, 2014, 07:09:36 PM »


    Quick question, is there any way to get a Falco clone working?
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    brawlboy22
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    « Reply #7281 on: September 15, 2014, 07:32:27 PM »


    Quick question, is there any way to get a Falco clone working?
    There's not a .rel for him but you could make it work with a Marth .rel, I'm pretty sure Nebulon could help........ On another topic does ANYONE have a brawlex custom CSS yet, I would be very grateful to get my hands on it to be able to finish my pack...
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    DoChobin
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    « Reply #7282 on: September 16, 2014, 05:39:50 AM »


    There's not a .rel for him but you could make it work with a Marth .rel, I'm pretty sure Nebulon could help........
    All right, thanks! I'll ask if I can't get it to work.
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    Ricky (Br3)
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    « Reply #7283 on: September 16, 2014, 06:19:16 AM »


    There's not a .rel for him but you could make it work with a Marth .rel, I'm pretty sure Nebulon could help........ On another topic does ANYONE have a brawlex custom CSS yet, I would be very grateful to get my hands on it to be able to finish my pack...

    As far as I know, I am the only one to have one, and maybe Asf1nk...
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    brawlboy22
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    « Reply #7284 on: September 16, 2014, 08:02:19 AM »


    As far as I know, I am the only one to have one, and maybe Asf1nk...
    Yea i was pretty sure you guys have them but from my understanding their still incomplete for a release right?
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    KingJigglypuff
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    « Reply #7285 on: September 16, 2014, 09:32:50 AM »


    I heard that PhantomWings was planning on having characters be able to have up to 12 costumes, as opposed to the default 10 for an upcoming BrawlEx update.

    Does anyone else know more on this? As I haven't been keeping up with this thread lately.
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    Nebulon
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    « Reply #7286 on: September 16, 2014, 09:53:30 AM »


    I heard that PhantomWings was planning on having characters be able to have up to 12 costumes, as opposed to the default 10 for an upcoming BrawlEx update.

    Does anyone else know more on this? As I haven't been keeping up with this thread lately.

    I haven't read that. All I've read is level expansion at some point, stable 100 character CSS and EX capacity, a few more modules, and that's all that was put here as far as I know.
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    KingJigglypuff
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    « Reply #7287 on: September 16, 2014, 10:19:30 AM »


    I haven't read that. All I've read is level expansion at some point, stable 100 character CSS and EX capacity, a few more modules, and that's all that was put here as far as I know.
    Oh.

    Well, in that case, would it ever be possible to give characters 12 costume slots without conflicting Cosmetics?
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    Nebulon
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    « Reply #7288 on: September 16, 2014, 10:59:33 AM »


    Oh.

    Well, in that case, would it ever be possible to give characters 12 costume slots without conflicting Cosmetics?

    Well I'm no expert but since the IDs for the cosmetics go 01-10 on eachcharacter I'd think it would overlap and cause issues. The only reason Wario can is because there's a gap in the numbers after Wario. If Wario is 371-382 it's only because there's no character with 381-390.

    Now I'm not sure how that works for custom characters, since I'd assume you could do the same thing as Wario since we're working with empty space as it is. So perhaps for them.

    The Fighter modules bave check boxes for 10 and 11 recolors/alternates.... So maybe there's an intention for custom, but I can't see it for default on disc characters
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    HaloFanODST
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    « Reply #7289 on: September 16, 2014, 11:20:20 AM »


    Oh.

    Well, in that case, would it ever be possible to give characters 12 costume slots without conflicting Cosmetics?

    I don't think so.

    The more you can have without conflicting is 10 costume slots per character (excluding Wario who has 12).

    For example:

    You want Mario to have 12 costumes. Only 10 will be possible because the next 2 costume slots are already used by Donkey Kong.
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