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« Reply #210 on: January 26, 2016, 10:19:33 AM » |
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You sire, are a saviour, i was doing all of this by hand XP
Also, when will the codelist be released? i have some personal codes i kinda have to add in order for my personal build to sort of work.
EDIT: Also, the posted link, yes it has an edited sc_selmap, which is perfect. the only problem is the code inside of there is incompatible. (meaning, i'd have to add that GCT'S Expansion code into the one provided.) and because the current Codelist isn't public as of right now, it's a little difficult editing the current code. but i'll manage.
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« Last Edit: January 26, 2016, 10:54:55 AM by Ultraxwing »
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« Reply #211 on: January 26, 2016, 10:53:25 AM » |
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Hey guys, I patched in the Stage Expansion +36 template and compiled a hotfix for it (Tested and working). You want it?
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« Reply #212 on: January 26, 2016, 10:54:29 AM » |
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Yes!
EDIT II, THE REVENGE: I know a million questions, but with ASL on board, i could have like, 6 different Final Destinations, and have them randomly loaded (I don't like button combos too much.) And is it possible to have a stage, be loaded differently via multiple RLS. Like, have a Custom stage, have the base RL be Final Destination, and then a second/third stage be Luigi's Mansion? (Mind you, i haven't used ASL before.)
Can you also add in some special codes for me? i have some custom music that i kinda need added in. i'll post them. (These codes also allow for the Added stages to have at least one song each. and be loaded via Random too! so it could be essential for this kit.)
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« Last Edit: January 26, 2016, 10:58:36 AM by Ultraxwing »
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« Reply #213 on: January 26, 2016, 10:58:22 AM » |
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« Reply #214 on: January 26, 2016, 11:12:50 AM » |
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The code uploaded has two Stage Codes in it apparantly. not sure how that happened. but i'm forwarnin' thee.
EDIT III: THE EDITS RISE BACK What does it mean when a stage refuses to load, or hangs on loading. and i know it's not the characters failing to load, is it a bad REL loading?
EDIT IVV:
Do not add stages, it has problems involving the battle.rel and it constantly loads it over and over in the log file. When adding anystage, sure it reads it. but it's not exactly reading the file. this is NOT compatible with the DIY as of right now. I'm not a genius, i forgot to add the actual code in... cause i'm.. a genius. disregard all of the agove.
I've edited this exact post like a million times How do i edit ASL? well, on this version, is it the same as usual?
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« Last Edit: January 26, 2016, 02:34:10 PM by Ultraxwing »
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« Reply #215 on: January 26, 2016, 05:01:04 PM » |
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The code uploaded has two Stage Codes in it apparantly. not sure how that happened. but i'm forwarnin' thee.
EDIT III: THE EDITS RISE BACK What does it mean when a stage refuses to load, or hangs on loading. and i know it's not the characters failing to load, is it a bad REL loading?
EDIT IVV:
Do not add stages, it has problems involving the battle.rel and it constantly loads it over and over in the log file. When adding anystage, sure it reads it. but it's not exactly reading the file. this is NOT compatible with the DIY as of right now. I'm not a genius, i forgot to add the actual code in... cause i'm.. a genius. disregard all of the agove.
I've edited this exact post like a million times How do i edit ASL? well, on this version, is it the same as usual?
I think that mewtwo2000's ASL tool works for this, but I'm not sure
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« Reply #216 on: January 26, 2016, 05:16:34 PM » |
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I think that mewtwo2000's ASL tool works for this, but I'm not sure
It does for the most part but a few stages seem to have problems with it; Bowser's Castle (STGKART) is one them.
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« Reply #217 on: January 26, 2016, 05:43:37 PM » |
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Wait there's a tool for that, i was editing it by hand. Welp, i'll probably wait a bit before i start expanding upon original stages (if i need to, but i highly doubt it.)
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« Reply #218 on: January 26, 2016, 09:17:22 PM » |
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will these work with 3.6.1 character like isaac, lyn, knux and sami ?
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« Reply #219 on: January 27, 2016, 08:49:12 PM » |
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So for now we won't be able to make clones with modules you haven't made yet right? The regular Bex modules won't work? Cause the character I want to add is over Olimar, and there was no Ex module for olimar inside the folder in the download...
I don't know much about hexadecimal, but I saw that everybody whose "Section[7]" inside their rel file isn't null are all the same otherwise, and that the "Section[8]" of Ridley's was the same as that of Pit's module from the original Bex thread, besides the first value. So I tried to add bytes to Section[7] and Section[8] of Olimar's rel, change all the values to match the others, replace the 1st value in Section[8] with whatever Bex character ID, added relocation info, and change the whole ID to an unused value (I think 99 in hex isn't taken), but nothing changed in game. It's still Mario with no announcer call and freezes once a stage is chosen. I can't tell if this is one of the problems that have already been addressed on the original thread or related to the rel files.
Again I don't know much about rel files, only configs and fitfighter.pacs, so pleeeeaase excuse me if this was just stupid and actually made no sense.
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« Last Edit: January 27, 2016, 11:13:38 PM by SemiPsycho »
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« Reply #220 on: January 28, 2016, 09:21:35 AM » |
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Most likely, just set up the config files for their base characters and i believe they wil work fine. (sami is snake, knux is sonic, isaac i havent looked at he might be pit or ike, lyn is marth) if you look at the white shadow models you should be able to tell, its rare those are edited from the base character. I apologize for the inactivity on updates lately. i've been moving and the place we are living is... less then ideal for a modder. Dx i'm still adjusting. anyway going to update the link to point to PL's download. we will also be providing a link to the codeset later. So for now we won't be able to make clones with modules you haven't made yet right? The regular Bex modules won't work? Cause the character I want to add is over Olimar, and there was no Ex module for olimar inside the folder in the download...
I don't know much about hexadecimal, but I saw that everybody whose "Section[7]" inside their rel file isn't null are all the same otherwise, and that the "Section[8]" of Ridley's was the same as that of Pit's module from the original Bex thread, besides the first value. So I tried to add bytes to Section[7] and Section[8] of Olimar's rel, change all the values to match the others, replace the 1st value in Section[8] with whatever Bex character ID, added relocation info, and change the whole ID to an unused value (I think 99 in hex isn't taken), but nothing changed in game. It's still Mario with no announcer call and freezes once a stage is chosen. I can't tell if this is one of the problems that have already been addressed on the original thread or related to the rel files.
Again I don't know much about rel files, only configs and fitfighter.pacs, so pleeeeaase excuse me if this was just stupid and actually made no sense.
Actually i think a majority of vanilla REL's will work fine. if people can test them i'll make a list of what works and what doesn't. that also sounds much more like improper cosmetics. by default all clones go to mario as a base. so that means something isn't set up correctly. i know the ZSS one worked fine, i cloned my sirks before it was stable.
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« Reply #221 on: January 28, 2016, 02:03:06 PM » |
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Any news on the possibility of getting the full codelist?
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« Reply #222 on: January 28, 2016, 04:04:40 PM » |
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it's coming soon. HyperLink and I are tagging everything right now. Also, vBrawl BrawlEX rels will NOT work. You have to use the EXModules provided in the main download.
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« Reply #223 on: January 28, 2016, 05:57:08 PM » |
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Not sure if it is just my build or not but Donkey Kong and Luigi both have no audio for their final smashes. Can someone confirm this?
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« Reply #224 on: January 28, 2016, 06:13:18 PM » |
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Not sure if it is just my build or not but Donkey Kong and Luigi both have no audio for their final smashes. Can someone confirm this?
That's a problem with BrawlEx in general, not just this build. It also happens for King Dedede.
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