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« Reply #16 on: March 02, 2014, 03:57:16 AM » |
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I never thought of that way, thought it would only be the module memory! but now I know that FitChar.pac is the biggest problem, the project is now more on ice now D: maybe the whole project is in vain until we can get some more memory! can 2 clone characters swap, sharing the same rel? i mean, Ganondorf-Taboo, but both using 1 single rel (ft_ganon.rel for example)
no, each characher needs his own module, so Ganondorf need his and tabuu need his module (example ft_ganon and ft_tabuu)
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« Reply #19 on: March 03, 2014, 04:01:57 AM » |
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Hello pikazz can you please test this code for me? Use the MK + Pit combo.
Fighter1Resource2 Expansion [ASF1nk] 04421B54 00EBC00
The code expands the FR2 for Player 1 only, from 0.53MB to 0.92MB
Keep in mind this is just a test code, and if it works we would need to distribute the available free memory between all players. the code works great on normal play (doesnt work on training). can be selected now and continue to SSS but now it comes that bug I hate, they get a silent freeze after selecting a stage! dont know exactly whats causing this if its lack of Module Memory or something else!
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« Reply #20 on: March 03, 2014, 04:18:09 AM » |
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Well, it's definitely a module thing, though I'm not sure what... can this somehow work with plug-and-play rels, if you edited them the same way? Maybe it's brawlex itself that's not letting it load.
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« Reply #21 on: March 03, 2014, 04:52:55 AM » |
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Well, it's definitely a module thing, though I'm not sure what... can this somehow work with plug-and-play rels, if you edited them the same way? Maybe it's brawlex itself that's not letting it load.
nah, it works only with brawlex for now cause we can much easier edit the "slot", its that thing that makes it possible for Terminate Instance to work might be something I did screw up, I will try to redo both Metaknight and Pits module again
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« Reply #22 on: March 04, 2014, 12:14:36 PM » |
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ASF1nk, you are on the right track! However, theres more!
What is REALLY becoming the problem is the INSTANCE memory section I think.
That is why the game freezes after the stage finishes loading, it can't find enough room in memory to create the second character instance.
This is why when I messed with the IC's loading routine, it worked on DK, Marth, Jiggs, but NOT most other characters....
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« Reply #23 on: March 04, 2014, 01:01:04 PM » |
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ASF1nk, you are on the right track! However, theres more!
What is REALLY becoming the problem is the INSTANCE memory section I think.
That is why the game freezes after the stage finishes loading, it can't find enough room in memory to create the second character instance.
This is why when I messed with the IC's loading routine, it worked on DK, Marth, Jiggs, but NOT most other characters....
maybe need to learn more of the Wii's Hardware and limitsbut that must explains it! but thats totally sad cause it does sounds hard to find it and increase its memory! so 3 memories needs to be in mind! Fighter Memory, Module Memory and Instance Memory! now the project is more on ice ;-; maybe even closed but I am still curious, what did you use with the IC loading instance?
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« Last Edit: March 04, 2014, 01:12:35 PM by pikazz »
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« Reply #24 on: March 04, 2014, 01:19:28 PM » |
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The project doesn't need to be totally dead. If it works for Marth, Jiggs, and DK, I'm sure we can find a bunch of pairings that fit. It's better than nothing.
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« Reply #25 on: March 04, 2014, 01:21:33 PM » |
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Could we try allocating the memory of the Wifi related stuff and put the memory into the modules? With the servers going down on May 20th, it would be cool to make the most of all that memory.
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« Reply #26 on: March 04, 2014, 01:29:35 PM » |
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The project doesn't need to be totally dead. If it works for Marth, Jiggs, and DK, I'm sure we can find a bunch of pairings that fit. It's better than nothing.
it also works with Ganon, will try Captain once the Final Smash work! Metaknight is a "so-so" atm, works with itself but will test it with others too KingEvilPuff: might work, but might be a problem with that instance memory :/
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« Reply #27 on: March 05, 2014, 12:14:01 AM » |
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Again, I would work on allocating memory as well to help towards this, but I need to find out how the game dictates its memory management (hence why I asked how ASF got that mem address)
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« Reply #28 on: March 05, 2014, 07:31:38 AM » |
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can this be used without using the clone engine
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« Reply #29 on: March 05, 2014, 07:36:19 AM » |
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can this be used without using the clone engine No.
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