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Author Topic: The Brawl Expansion Project  (Read 2827165 times)
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HaloFanODST
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    « Reply #7755 on: January 09, 2015, 05:27:04 PM »


    THANK YOU

    Post Merge: January 09, 2015, 04:59:28 PM
    How do I change the clone name?

    What are you talking about?
    The name of the clone in-game, or the name of the file?

    If you're talking about the file, you need to open the FighterConfig.dat file in the BrawlExConfigUtility.exe

    If you're talking about the in-game names, I don't know exactly how.
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    « Reply #7756 on: January 09, 2015, 05:30:25 PM »


    So has anyone successfully cloned a stand alone zelda or sheik yet? Last I checked it couldn't be done. Though I see a zelda/sheik combo rel. I assume that sets up just fine then?
    I'm using the new Zelda alone .rel and I've had no problems. Just pick a PSA that doesn't transform when pressing Down B.
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    « Reply #7757 on: January 09, 2015, 05:36:08 PM »


    Both, Giga Bowser rel isn't compatible.
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    colonelmcdoogle
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    « Reply #7758 on: January 09, 2015, 05:41:06 PM »


    I'm using the new Zelda alone .rel and I've had no problems. Just pick a PSA that doesn't transform when pressing Down B.

    Cool. Thanks for the notice.

    So, I checked the .txt with the 2.0 rels. What the heck is an elevated rel number and how do I use it to make transforming characters?
    « Last Edit: January 09, 2015, 05:52:04 PM by colonelmcdoogle » Logged

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    « Reply #7759 on: January 09, 2015, 06:44:46 PM »


    Out of curiosity, did the configs change any? I wouldn't mind updating my RELS. but this is also to make sure that the current clone tool is compatible with 2.0

    I don't need to use the tool, just makes things easier.
    I believe they all have been changed. One of the configs (not bothering looking at the OP at the moment), one of the configs allow the custom announcer calls to be said at the victory screen.
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    « Reply #7760 on: January 09, 2015, 06:52:02 PM »


    Both, Giga Bowser rel isn't compatible.

    Well, you need to open the Fighter.dat file in the BrawlExConfigTool.exe.

    And to clone Giga Bowser you need to do more than just create the clone (according to the Notes.txt)
    But nobody has cloned Giga Bowser yet, so IDK if you're right or wrong.
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    « Reply #7761 on: January 09, 2015, 07:37:57 PM »


    I believe they all have been changed. One of the configs (not bothering looking at the OP at the moment), one of the configs allow the custom announcer calls to be said at the victory screen.
    That would be the Slot Config that allows custom Announcer calls.
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    « Reply #7762 on: January 09, 2015, 10:07:19 PM »


    Well, you need to open the Fighter.dat file in the BrawlExConfigTool.exe.

    And to clone Giga Bowser you need to do more than just create the clone (according to the Notes.txt)
    But nobody has cloned Giga Bowser yet, so IDK if you're right or wrong.

    probably because giga has got only one moveset.
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    « Reply #7763 on: January 09, 2015, 10:53:11 PM »


    So, I checked the .txt with the 2.0 rels. What the heck is an elevated rel number and how do I use it to make transforming characters?

    PhantomWings said this about transforming Brawlex characters:
    If you just want the alone variant of the character, then you can clone them exactly the same way you'd clone any other character. For cloning both characters, you'll need to do a little bit more with the config files.

    Start by cloning both of the characters as you would normally. For this example, I'll say I'm going to clone Zelda and Sheik as ZeldaEx and SheikEx into slots 3F and 40. The one main thing that's different is that there's only 1 ExModule to work with: ft_zelda-sheik.rel. This module can be configured similarly to the regular ExModules, except that there are two spaces in section[8] for both Zelda and Sheik's ids. In this case, I'm going to be changing those ids to 3F and 40. After configuring the ExModule, you can name it to something like ft_zeldaex-sheikex.rel and place it in your modules folder. From here, you can configure your Fighter Config files to point to the FitZeldaEx and FitSheikEx resources. After configuring the Fighter Config files, open them back up with a hex editor and change the both of the module reference strings to "ft_zeldaex-sheikex.rel". Finally, open up the Slot Config files for both characters and change the Edit Flags (@0x0C) to 0x00000001, and change the Slot Characters (@0x10) to 0x0000003F and 0x00000040 for Zelda's Slot Config and 0x00000040 and 0x0000003F for Sheik's Slot Config. After that, you should be ready to go.

    To Summarize:
    - Acquire fighter resources, config files, and the 1 ExModule file.
    - Configure both character ids and the module id of the ExModule.
    - Configure the Fighter Config files to point to the fighter resources.
    - Manually change the 2 Fighter Config files to reference the 1 ExModule file.
    - Manually change the Slot Config files to point to both of the new fighters in either order of your choice.

    One final thing to note: If you're going to clone Bowser and GigaBowser together, you'll need to make one additional change: When you're configuring the fighter config files, be sure to check the "Merge Motion/Etc" check box. Additionally, you'll need to use the merged Bowser and GigaBowser MotionEtc.pac files from the downloads section on the main page.

    Also, if you want to use Giga Bowser alone, he will work with his normal files, but he won't have his attack effects as they are loaded from Bowser's moveset file. The same download link I just mentioned also has a modified GigaBowser moveset file that has Bowser's effect file added into it. Use this moveset file instead if you want the attack effects to show up.

    I believe Elevated config refers to setting "0x0C Edit Flags" in the config files to 0x01. This allows the game to read "Not set unless specified in Edit Flags" values. I use them for making Brawlex Boss slots usable. They also seem to be necessary for transforming Brawlex characters, though I have not set one up myself. Although pikazz has: http://forums.kc-mm.com/index.php?topic=66478.0
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    « Reply #7764 on: January 10, 2015, 02:55:00 AM »


    The config tool hasn't been updated, I think.

    Post Merge: January 10, 2015, 02:56:11 AM
    Never mind, I think it has been!

    Post Merge: January 10, 2015, 03:00:54 AM
    Also, how do I achieve the CBliss effect with this I know its been asked before but that was when it had round bout 250 pages or something.
    « Last Edit: January 10, 2015, 03:00:54 AM by TheRealDylanator » Logged


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    « Reply #7765 on: January 10, 2015, 10:21:47 AM »


    The config tool hasn't been updated, I think.

    Post Merge: January 10, 2015, 02:56:11 AM
    Never mind, I think it has been!

    Post Merge: January 10, 2015, 03:00:54 AM
    Also, how do I achieve the CBliss effect with this I know its been asked before but that was when it had round bout 250 pages or something.


    http://forums.kc-mm.com/index.php?topic=66848.0
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    « Reply #7766 on: January 10, 2015, 01:40:26 PM »


    Is there any possible way that I can add Kirby hats to clones?
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    « Reply #7767 on: January 10, 2015, 02:33:32 PM »


    Is there any possible way that I can add Kirby hats to clones?

    There isn't. At least that's what I know.

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    « Reply #7768 on: January 10, 2015, 05:52:38 PM »


    Is there any possible way that I can add Kirby hats to clones?

    Not unless you give them existing ones, IIRC
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    « Reply #7769 on: January 11, 2015, 10:44:06 AM »


    Okay, I know the ASL doesn't work with BrawlEx? But exactly what part does it affect the code? What I'm trying to ask is, can I use the Brawlex for only the char_bust_tex csp loading and not use any configs and the ASL will work, or what?
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