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« Reply #150 on: April 06, 2015, 02:40:07 PM » |
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Are the codes done now? If it is prepare for a storm of hype
Well sorta, i just realised i forgot to add the file code patch back in, but that's not too hard. i was working on this from 8pm to 2am xD so its not surprising if forgot a few things, i'll add them later as i get the chance. we also need to add the core files and animations to the PM menu, i'm not entirely sure what needs to be replaced on those, so i'll let Ty or someone else handle it. the codes should be finished tho. i took a slightly different approach this time. Basically i stripped out everything menu, character, and clone engine related from the game. then told BB to "forget all codes" then remembered only those codes and checked the original DIY GCT and found wich ones were still in there, and removed the rest that weren't.
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« Reply #151 on: April 06, 2015, 05:33:18 PM » |
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This is what I've gotten thus far by directly replacing the GCT codeset using Vanilla Project M 3.5 (Tested from both Dolphin and Wii): *Air Dodging crashes the game when moving into the freefall animation (excluding Yoshi, who just sits in an odd non-freefall animation until hitting the ground again). *Character movesets and animations are unchanged from Brawl Vanilla *All Menus, intro screens, and amount of unlocked characters are same as Brawl Vanilla *When shielding from a crouch, the first frame puts you into a no-animation pose for all characters (arms spread straight apart, with character standing perfectly like a cross). *Items appear to work 100%, excluding the replaced Turbo item added in 3.0, which I cannot seem to find (Edit: the Spicy Curry is actually the Turbo Power, minus all aesthetics). *L-cancelling works, but only during the first frame before landing. Timing is very difficult to hit consistently. *You can still enter a game by yourself during infinite time *Stage placement is slightly different than stock brawl, with some normal stages being in melee stages, and vise verse. *All stages seem to be working. *Wario's bike apparently can fly, because when you get off of it, it moves up into the top of the map, and does not despawn. Also, Wario's costume is wrong on the CSS *Yoshi's Egg Throw shows the egg model with Yoshi's body texture, corresponding with his current color. Also, Yoshi's egg shield does not change color, along with his Side-B. And when more than 1 item is on screen, the egg changes textures again, although I cannot properly identify which textures they are.
That's what I've come up with thus far. I re-read your post, and apparently you're stripping it down bare-bones, but I'm not sure what's supposed to be left over. The 2AM GCT codeset is not entirely stable yet. If I find anything else, I'll be sure to let you know Sirkura.
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« Last Edit: April 06, 2015, 05:34:34 PM by SmashAmass »
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« Reply #152 on: April 06, 2015, 07:52:43 PM » |
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Also messed around with the gct in dolphin for kicks, added in the file patch code, my own previous brawlex files and this is what I got... - All menus show up correctly (just flowed through the main, CSS, special brawl, and SSS menus) - PM characters seem to work properly, no glitches or freezing in the few matches I sampled. (only used first slot costumes) -The number of Brawlex slot icons for all my characters show up but all have the same goku icon that was in my setup. -selecting them will either give me a random PM character or freeze after a stage is selected. Keep up the fantastic work peeps, its coming together nicely
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« Reply #153 on: April 06, 2015, 08:38:02 PM » |
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Also messed around with the gct in dolphin for kicks, added in the file patch code, my own previous brawlex files and this is what I got... - All menus show up correctly (just flowed through the main, CSS, special brawl, and SSS menus) - PM characters seem to work properly, no glitches or freezing in the few matches I sampled. (only used first slot costumes) -The number of Brawlex slot icons for all my characters show up but all have the same goku icon that was in my setup. -selecting them will either give me a random PM character or freeze after a stage is selected. Keep up the fantastic work peeps, its coming together nicely Perhaps you could link this GCT for Sirkura to work with? That might be helpful
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« Reply #154 on: April 06, 2015, 09:11:58 PM » |
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Perhaps you could link this GCT for Sirkura to work with? That might be helpful
lol it was just the GCT i uploaded, sorry i completely derped with it xD i forgot to re-add the file patch code, thats why you see vanilla menu's, psa's etc. add it and those will go away. i'll reupload the fix in a bit. Also messed around with the gct in dolphin for kicks, added in the file patch code, my own previous brawlex files and this is what I got... - All menus show up correctly (just flowed through the main, CSS, special brawl, and SSS menus) - PM characters seem to work properly, no glitches or freezing in the few matches I sampled. (only used first slot costumes) -The number of Brawlex slot icons for all my characters show up but all have the same goku icon that was in my setup. -selecting them will either give me a random PM character or freeze after a stage is selected. Keep up the fantastic work peeps, its coming together nicely Seems like thats a file issue, things like that usually happen when the cosmetic files aren't configured right. for the sake of testing things i'd try just adding 1-2 clones from scratch, no packs or anything. i wouldn't even add thier cosmetics, just use the default ones to limit any coding errors. i'll try it later perhaps when i get the time. just another note, if your using the PM vanilla screens, keep in mind choosing extra costumes and probably roy/mewtwo will cause the game to freeze. simply because the files arent added for them. you will need to edit the fighter configs and cosmetic files for those. Update: April 06, 2015, 10:38:34 PM
Uploaded the fix: http://www.mediafire.com/download/un64zaar818zh05/RSBE01(DIYBeta2.1).gct
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« Last Edit: April 06, 2015, 10:39:07 PM by Sirkura »
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« Reply #155 on: April 07, 2015, 01:26:20 AM » |
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So I moved and placed files more thoroughly and got my brawlex characters to load properly this time. Everything's running great except for when you perform an airdodge, with bex or pm characters, the game crashes.
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« Reply #156 on: April 07, 2015, 04:23:06 AM » |
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So I moved and placed files more thoroughly and got my brawlex characters to load properly this time. Everything's running great except for when you perform an airdodge, with bex or pm characters, the game crashes.
Hmm this could be code related. i'll look into it more soon. there are three possibilities. #1 the air dodge code itself, i don't know if its changed any from 3.0-3.5 i'll try removing it all together and see if it still crashes. if it doesn't i'll add a working one in. #2 there is a code that makes helpless fall into special fall, it might have a conflict somewhere in there. i can also remove that as well. #3 there is some sort of momentum data in the airdodge via PSA. i've experienced this specifically with megaman and goku PSA's, as they are scripted to do other actions and move in a unique fashion. (like megaman has an airdash for his dodge, tho the code halts all momentum making it move and halt at the same time causing a crash) Post Merge: April 07, 2015, 05:14:32 PM
Just to help me track down the freeze, does it freeze right when you air dodge, after the dodge animation, or when you land?
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« Last Edit: April 07, 2015, 05:14:32 PM by Sirkura »
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« Reply #157 on: April 07, 2015, 06:10:41 PM » |
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Sure thing, for me yes it crashes instantly once I try to perform it.
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« Last Edit: April 07, 2015, 06:11:49 PM by hochin »
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« Reply #158 on: April 07, 2015, 07:33:01 PM » |
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Sure thing, for me yes it crashes instantly once I try to perform it.
this is the melee dodge code from 3.0, it seems to be changed drastically in the 3.5 gct. i actually remember having issues with this code in particular in a custom codeset i made. i'll see if i can find the updated code and get back to you. (listed mostly for reference):this code has a patern too they both start and end the same. marked in blue Comparing it to a previous codeset i had:the ending of part one is different (shown in red) tho the first part is the same. (blue) part 2 is hte same code, both start with 4A000000 90000000 and both pieces of code are always together, i might be able to find the beginning at the very least and work from there. starting that now.00000008 is a huge lead, i found this in the PM 3.5 GCT i asume this is part 1: Update!: April 07, 2015, 09:16:47 PM This is definately one of the more confusing codes i've had to look for, but i think i got it now. i'm going to remove the melee air dodge mechanics and see if it still freezes with air dodge. hopefully this will fix it. and no worries, i'll readd a new airdodge once i get it working. Update!: April 08, 2015, 12:49:00 AM
Another update! GCT with an older air dodge code http://www.mediafire.com/download/j9nbcabzp9ucxp7/RSBE01(DIYBeta2.3).gctGCT without the air dodge code: http://www.mediafire.com/download/2a3b8f8927cd0q3/RSBE01(DIYBeta2.2).gctLet me know if either of these work. Rage Update!!: April 08, 2015, 03:50:16 AM
BLEGH!!! >.< finally got time to edit the core files and seem to be having issues. the roster.dat file doesn't seem to want to read resulting in a completely blank CSS, i've checked and rechecked my work but can't get it going. hochin, can you link me the core files you have? (system, BeX, and module folders) it would save a load of time.
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« Last Edit: April 08, 2015, 03:50:57 AM by Sirkura »
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« Reply #159 on: April 08, 2015, 12:51:26 PM » |
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Alright so I got a chance to test out your new gct's, here are my results: 2.3 GCT (Old Air Dodge): PM Characters work fine, I can airdodge successfully and return to the CSS just fine. As for the BrawlEX characters, they can airdodge fine too but when the match concludes I get an instant crash. 2.2 GCT (No Airdodge): Everything seems to work alright with both PM and Bex characters, but randomly I do get crashes at the end of matches. Now it's possible my file setup is just sloppy but I'll upload my core files anyhow if it can assist you Post Merge: April 08, 2015, 01:04:27 PM
Here yah go: https://www.dropbox.com/sh/u9a6tbxjgtmiitp/AABo1OVtZ9Row5ESjn92aJska?dl=0btw the fighter folder is still syncing in dropbox but you probably don't need that one. Just a heads up.
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« Last Edit: April 08, 2015, 01:40:25 PM by hochin »
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« Reply #160 on: April 08, 2015, 04:00:58 PM » |
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Alright so I got a chance to test out your new gct's, here are my results: 2.3 GCT (Old Air Dodge): PM Characters work fine, I can airdodge successfully and return to the CSS just fine. As for the BrawlEX characters, they can airdodge fine too but when the match concludes I get an instant crash. 2.2 GCT (No Airdodge): Everything seems to work alright with both PM and Bex characters, but randomly I do get crashes at the end of matches. Now it's possible my file setup is just sloppy but I'll upload my core files anyhow if it can assist you Post Merge: April 08, 2015, 01:04:27 PM
Here yah go: https://www.dropbox.com/sh/u9a6tbxjgtmiitp/AABo1OVtZ9Row5ESjn92aJska?dl=0btw the fighter folder is still syncing in dropbox but you probably don't need that one. Just a heads up.Sweet thank you! ^^ the crashes at the end of the stage are usually config errors. i had a similar issue when making this mod work for brawl minus, tho i can't think of how i fixed it. glad the old airdodge worked and quite surprised the no airdodge one didn't crash xD, i'll fiddle with the configs later tonight and test it. when you get a crash is it a loud freeze or soft (silent freeze)?
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« Reply #161 on: April 08, 2015, 04:54:59 PM » |
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I got the 2.3 GCT, added stage expansion codes to it, then used it for my custom build that I've been preparing for BEX+PM, no crashes related to the GCT. I air dodged with Shadow, Knuckles, Roy, Young Link, and Pichu, no crashes whatsoever (can't test Mewtwo, Problems with my build crashing not gct related) I'm going to test 3.5 special features now.
EDIT: All-Star works with BrawlEX Characters! YES!!! The Stamina modes seem to be absent though... (It's where input assist is, right? with the gct, it's still input assist...) Now to test Subspace Emissary!
EDIT 2: This is probably due to Stage Expansion, not the GCT: Went into Subspace, Selected Great Maze, had less characters than I remembered, Chose Characters, loaded in save area, went to the map to go to the warp right of Tabuu, screen (excluding hud) goes black like normal, met by loud "BEEEP".
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« Last Edit: April 08, 2015, 05:16:20 PM by DaDuckHuntDog »
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« Reply #162 on: April 08, 2015, 05:05:44 PM » |
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Awesome to hear, there probably is something misplaced in my setup lol
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« Reply #163 on: April 08, 2015, 05:30:58 PM » |
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I got the 2.3 GCT, added stage expansion codes to it, then used it for my custom build that I've been preparing for BEX+PM, no crashes related to the GCT. I air dodged with Shadow, Knuckles, Roy, Young Link, and Pichu, no crashes whatsoever (can't test Mewtwo, Problems with my build crashing not gct related) I'm going to test 3.5 special features now.
EDIT: All-Star works with BrawlEX Characters! YES!!! The Stamina modes seem to be absent though... (It's where input assist is, right? with the gct, it's still input assist...) Now to test Subspace Emissary!
EDIT 2: This is probably due to Stage Expansion, not the GCT: Went into Subspace, Selected Great Maze, had less characters than I remembered, Chose Characters, loaded in save area, went to the map to go to the warp right of Tabuu, screen (excluding hud) goes black like normal, met by loud "BEEEP".
hmm i that could be with PM as well as BeX, subspace has always been a little broken in it, even after they "fixed it" hmm are you using the old menu from 3.02? or 3.5? i got this working just now: also in my own test via dolphin, it crashes at the results screen as well. i'll continue looking into it. update: April 08, 2015, 05:40:56 PM
quick update in stamina mode, you are indeed right about the cosmetic missing, i'm sure its still there, upi can still change stock and such. actually i think stamina also used the damage ratio not input assist. (in stamina its not really used, originally you had a set knock back and a finite HP) i'll play with it and find out. update!: April 08, 2015, 05:51:56 PM
i can confirm stamina mode works, i fiddled with a few damage ratio's but didn't try that hard. i couldn't find the no blast zones, tho i did find standard knock back. also the result freeze seems to be rather random atm. sometimes i make it others i don't and last... lol... pretty sure the last one is dolphin related xD he challenges after every fight. update!: April 08, 2015, 06:06:56 PM
another thing i noticed: update!: April 08, 2015, 05:51:56 PM
stamina mode after you lose a stock you have 0 hp (goes to normal as soon as your hit) weird. wonder if it has something to do with the common2 or the wifi gct. Post Merge: April 09, 2015, 12:24:25 AM
Awesome to hear, there probably is something misplaced in my setup lol
I've been meaning to ask, do you use dolphin or a consol to test the edits?
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« Last Edit: April 09, 2015, 12:24:26 AM by Sirkura »
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« Reply #164 on: April 09, 2015, 11:02:43 AM » |
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I use hackless StackSmash (PM Launcher) with a 2gb SD card that is loaded onto an unhacked Wii U in vWii mode, and as for the CSS, I used Ondo's 3.5 CSS (saves space for better CSPs) which I made compatible with BrawlEx. I think there might be codes missing for stamina, since the files are essentially the same and have the Stamina Mode text. I think the freezes might be due to the results screen and stock icons, I make sure my clones have EVERY cosmetic they might need so there's no crashes. And so I can play Classic mode, too.
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