Working BrawlEx with Project M!

Started by AutumnVen, March 14, 2014, 10:37:23 PM

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March 14, 2014, 10:37:23 PM Last Edit: April 11, 2014, 05:12:18 PM by Pokemon Master CB
BrawlEx + Project M = AMAZING

But is it possible?...

Alright, so I am starting this thread for people to post anything and everything that they know about the possiblity of BrawlEx working with Project M. I know that a lot of people are wanting this, and that it has been asked before, but everyone seems to say that the answer to this question is no. No, Project M and BrawlEx are not compatible... We are here to prove them wrong!!!


For those of you who have no idea what either of these things are... Here are the links!

BrawlEx Thread: http://forums.kc-mm.com/index.php?topic=65113.0

Project M Official Site: http://projectmgame.com/en/


I have heard that apparently the latest version of Project M, 3.02, has built in codes so that cloning and easily editing of things is more difficult... Well thanks to MachWindEX, who has provided us with an older version of Project M, we can attempt to mess with version 2.1!

Here is the download link for 2.1: http://www.mediafire.com/download/z6x23d8p7n9ao3b/project+m+2.1.zip


So my goal for this thread is to answer this question! Whether it be that it is a complete dead end and we have all wasted out time... OR!!! We have created another amazing thing for the Brawl hacking community to enjoy!!  :af:

Please try and keep this thread specifically on the topic of BrawlEx + Project M. If you have questions about BrawlEx or Project M separately, please ask those questions in the actual threads for those. Not here. Thanks! ;)




Post Merge: March 15, 2014, 12:44:05 AM

Well to start things off... I have messed around with v2.1 a little bit and found that it is not gonna be as easy as just copy and paste. Obviously.  :P

When you add all of the proper BrawlEx files into the correct folders the game works fine until you get to the CSS. You get a completely blank CSS. The bad news about this is that it isn't working, but the good news is that this means that the BrawlEx data is being read and applied in some way!

I think this is because of something in the codes.

Post Merge: March 15, 2014, 01:14:33 AM



Alright. Well here are all of the codes that are inside of the Project M v2.1 RSBE01.gct

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I believe that the individual pokemon, CSS gigabowser fix, and zelda icon codes need to be removed somehow, but my code editors don't seem to allow me to enter all 3781 lines of the Project M code. Any help on this would be appreciated.

I'm gonna have to split the Project M codes into its own separate posts because it exceeds the maximum allowed characters for a post!!


Post Merge: March 15, 2014, 01:16:25 AM

Here are the Project M codes! Part 1

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March 15, 2014, 01:41:26 AM #2 Last Edit: March 25, 2014, 04:14:16 PM by Pokemon Master CB
Project M codes! Part 2!


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This is a lot of codes, so if anyone can get all of the Project M code into a single .gct file, that would be great!

Thank you Rosetta-Hime  :af:

March 15, 2014, 01:42:55 AM #3 Last Edit: March 15, 2014, 04:12:47 AM by Rosetta-Hime
Haha, Anytime! :)

Post Merge: March 15, 2014, 04:12:47 AM

Ok, so is there anyway to tell where one code begins and where another ends in the unknown codes section? And to add all the characters that 3.0+ has, minus Mewtwo and Roy, modify the Custom CSS, or use the CSSRoster.dat file. I know one thing, all those unknown codes are going to be a pain in the donkey.

btw pokemaster y dont u use the gct editor from the resource page and the code manager that brawl ex suggested so u can edit the codes

Quote from: Rosetta-Hime on March 15, 2014, 01:42:55 AM
Haha, Anytime! :)

Post Merge: March 15, 2014, 04:12:47 AM

Ok, so is there anyway to tell where one code begins and where another ends in the unknown codes section? And to add all the characters that 3.0+ has, minus Mewtwo and Roy, modify the Custom CSS, or use the CSSRoster.dat file. I know one thing, all those unknown codes are going to be a pain in the donkey.

My GCT editor that I use searches a database of all known public codes. So the huge unknown codes list is everything that the Project M team created, so they are not on the database. So distinguishing one code from another is almost impossible, and even if we did get them separated we won't know what the codes themselves specifically do.

As far as v3.0s codes, I haven't looked into them at all. I would assume that they do include their clone engine and CSS codes. I believe that the codes that I have dissected from 2.1 will be able to be used with BrawlEx. Because 2.1 uses the custom CSS code, if we take that out, then theoretically BrawlEx will work with Project M!

At the moment I am trying to put all of the unknown codes into their own RSBE01.gct, but It is a real pain! My GCTeditor and Codemanager don't seem to like me adding 3781 lines of code... Codemanager only allows for 256 and GCTeditor is picky about its input. So right now I am manually going through all 3781 lines of code and deleting all of the spaces and returns so that I can input it into the GCTeditor! This is gonna take a while...  :-\

oh hows the progress so far tho is it going well?
at least we know its reading the code tho

Oh, that sucks so much! But I just thought of something. You are trying to make this work on 2.1 correct? If that's the case, then the modules haven't been heavily modified yet, which means .rel ports will work, and using the CSSRoster.dat you could add Yoshi, Kirby, Samus, ICs, all with their PM 3.0 form, if I'm not mistaken. It sucks that GCTEditor always has to make the codes one giant line. It takes forever, and it sometimes doesn't work.

March 15, 2014, 02:23:41 PM #8 Last Edit: March 15, 2014, 02:25:32 PM by MachWindEX
also since there ends up with a blank css y dont u first get rid of every character and readd them with the movesets we want them at

Post Merge: March 15, 2014, 02:25:32 PM

like add the project m 3.0 rels

well with the 3.0 rels, we wouldn't be able to actually do this. Those were modified very heavily from the vBrawl ones. That kinda defeats the purpose


March 15, 2014, 10:49:09 PM #11 Last Edit: March 15, 2014, 11:17:17 PM by Pokemon Master CB
Alright, well I haven't been able to work on it much today. (I went to the zoo!) Anyways, what I did find out is that this is way to big of a task for one man alone. So I have a request for everyone...

I have split the 3781 lines of code into 25 separate txt documents. Would anyone be willing to help format these files so that they can work in the GCT Editor?

They need to be turned from this:

3860FFFF 2C03FFFF
48000008 2C00FFFF
60000000 00000000
4A000000 90000000
1619D000 000000B8

To this format:

3860FFFF2C03FFFF480000082C00FFFF60000000000000004A000000900000001619D000000000B8

No spaces or returns.


https://www.dropbox.com/sh/oaivwl9hgos2edd/wCI_gEQjYo

Here is a dropbox link to all of the 25 sets of separate code. They are split into 150 line intervals, except for set 25. Set 25 has more like 180. If anyone wants to help me with this task, send me a PM saying which one you want to work on, and I will tell you if that one has been taken or not. Your help is greatly appreciated!

Post Merge: March 15, 2014, 11:17:17 PM

I just completed Set 25, and that didn't take as long as I thought it would. It went rather fast actually. So that's 1/25 done! If others could help, then this can get done really fast, and after this is done further testing can happen! But at the moment this needs to get done before anything else.

Set 1:

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Set 2:

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Set 3:

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Set 4:

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Set 5:

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Quote from: Sammi Husky on March 16, 2014, 02:40:12 AM
Set 1:

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Set 2:

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Set 3:

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Set 4:

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Set 5:

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Awesome! Thank you Sammi Husky!!!

6/25 done!

March 16, 2014, 03:02:37 AM #14 Last Edit: March 16, 2014, 03:03:42 AM by Sammi Husky
Set 6:

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Set 7:

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Set 8:

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Set 9:

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Set 10:

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