Brawl DX V.1.0.7

Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#1
Here is a mod that i've been working's on for a little over a year now, and for some who had been able to try out this mod in it's early creation may already know what this mod does, but for the many that don't i'll be going through that with you here.


-The new title screen reflects the colors of both major iterations of Smash (Melee Blue and Brawl Red) and paying homage to melee's japanese title

THE GOAL OF BRAWL DX


The goal of this mod is to provide players with a faster and more naturally flowing brawl experience,
as a result changes have been made to the entire cast and an increase in the amount of hitstun was implemented which results in a much smoother combo based experience. Through keeping this mods restrictions tided to brawls mechanics, all ATs (advanced techniques) and such from brawl, such as glide tossing, DACUS and such remain intact, and for the most part characters feel similar to their vbrawl iterations. But as you play you'll begin to get a much better feel for what your character can do that was previously impossible.
For more details click the spoiler tab
Here are but a few of many changes given to the cast.
(For a more in depth look check the next post)
  • Jigglypuffs Rest received a slight buff, putting it's power in between it's brawl and melee versions​
  • Luigi's air speed and run speed have been increased to be similar to mario's​
  • Snake's disjointed Utilt hitbox has been fixed his Dair spikes when the last hit connects​
  • Lucas air tether does damage​
  • Ness can jump cancel out of aerial PSI Magnet​
  • Lucario can Extreme Speed Cancel similar to Pikachu's QAC (quick attack cancel)​
  • Yoshi can shield/grab cancel his Egg Roll​
  • Link and Toon Link can shield cancel Arrows​
  • Pit and Rob both can air dodge out of their Up Specials​
  • Cypher gimps removed​
  • Chain Grabs and Infinite's removed​
  • Ice Climbers CPU automatically throws opponents up but is auto desynced using tilts​
  • NO TRIPPING!

-The Menu Screen has also received a visual upgrade changing colors depending on which mode your in.

But along side these changes are also changes to the stages as well

Also included in this mod is the ability like in Project M to play as both​
  • Green Hill Zone has been redesigned with a swinging platform in the center of the slope and edges which remove walk offs​
  • Subspace and Midair Stadium were also added with Subspace's platforms alternating in formation from time to time​
  • Rumble Fall, Skyworld, Norfair, Pirate Ship, Wario ware, Shadow Moses and Spear Pillar were changed as well as the Super mario bros. stage being swapped for Fountain of Dreams​

But probably the most exciting feature of this mod is the inclusion of new characters, just like in Project M Roy and Mewtwo have been added to the roster both featuring unique traits different from their PM, or Melee versions.
  • Roy is a bit slippery, but sports a different dash attack and Fair, and his Up Special while it travels a far greater distance than Marth's horizontally has poor vertical reach when used in the air but his side B also gives him a slightly better boost than marth's and also sports more familiar directional moves combing ones from his melee and PM double edge dances. His Dsmash also swirls the opponent around him instead of just a straight shot outward.
  • Mewtwo feels very much like his melee incarnation aside from the fact that he is now similar in weight to his Project M versions. He also sports pretty decent grab range and his throws are his most powerful KO tool, Also when connecting with the tip of his tail you'll be notified with a nice electric shock sound indicating you've connected with the sweetspot. He can also wall cling similar to lucario though only out of his Up Special Teleport.
Also making his debut in Brawl DX is this little fellow

-Louie Crash lands in with Rock Pikmin replacing olimar's purple pikmin.
He isn't just a olimar reskin, he unlike olimar cannot reorder his pikmin lineup and is more floaty and slippery than olimar.


-He also comes with a new Down Special, Pikmin Dismiss,
this move Louie blows his whistle and all pikmin under his command lunge out and disband, latching onto any opponents in range. This move is really useful when you have rock pikmin disband your pikmin and send them all flying towards your foe as a way to edgeguard or simply throw them away to pluck new ones, although it isn't as effective in the air as it is on the ground.


Louie also throws his pikmin slightly farther than olimar. Although they also can be hit from a closer distance and stray farther away from louie (seems they aren't as attached to him as opposed to olimar...) His pikmin pluck also givens him a slight increase in height when used in the air (watch as he flails his arms endlessly in hopes of returning to the ground),


-Now the cast looks a bit more fleshed out!


-The Stage Select Menu Also wasn't left out of the new background treatment.

Overall this mod aims to combine a lot of elements from mods you may have played, but tune them to better feel like the brawl experience a lot of players are used to while also throwing in some nice elements that everyone can appreciate and enjoy.
UPDATES:
V.1.0.7
  • Luigi's Utilt base knockback increased slightly with reduced knockback growth
  • Luigi sourspot Uair damage reduced
  • Luigi Side B Misfire damage reduced by 5%
  • Luigi Up Forward Smash damage reduced, base knockback increased
  • Luigi Air Momentum decay decreased
  • Luigi Soft hit Nair and Dair damage reduced
  • Sonic Falling Speed slightly increased
  • Sonic Homing Attack targeting range cut in half
  • Sonic Up Throw Strength reduced slightly
  • Sonic Forward Throw angle adjusted
  • Marth Dancing Blade can be jump canceled on 3rd hits
  • Diddy Kong can only pull one banana
  • Diddy Kong Monkey Flip Side B goes higher and farther
  • Diddy Kong Up B angle ability improved
  • Squirtle Fair, Uair and Utilt cooldown increased
  • MetaKnight Shuttle Loop knockback growth decreased slightly
  • Fox Utilt base knockback increased
  • Louie's falling speed increased slightly
  • Louie's Pikmin now has half as much health as olimars
  • Louie's Blue Pikmin throwing strength reduced
  • Bowser's Down B can be canceled with an aerial attack
  • Mewtwo Up B Does damage on startup
  • Mewtwo's Shadow Ball Graphical Effect Color changed to magenta instead of dark purple
  • Added ability to crouch cancel
  • BattleField and Midair Stadium platforms are now platform cancelable
  • Fixed Issue involving conflicting GFX files between Mewtwo and Lucario
  • Mewtwo's blue team color issue fixed
  • Fixed Issue with Kirby's Attacks not acknowledging changes made
  • Improved Title Screen Logo

V.1.0.6
  • Fixed issue where Louie's Down B now will always send pikmin forward in the direction they are facing instead of up and down when used when pikmin are in the air or moving
  • Adjusted Mewtwo's Gravity and Air Speed to feel slightly heavier
  • Decreased Roy's Aerial Momentum and Weight and increased his Traction slightly
  • Adjusted King Dedede's down throw angle
  • Dedede's Utilt base knockback lowered slightly for better juggling
  • Dedede's Forward and Dtilt hitboxes adjusted where they now can pop opponents upward more
  • Ice Climber's landing lag frames on aerials fixed
  • Ice Climber's Player controlled Climbers Uair cooldown increased
  • Halberd Hazards Removed

V.1.0.5
  • Fixed Mewtwo's Disable infinite no longer stuns characters and instead Paralyzes
  • Sonic's Fair and Upsmash do less hits in total
  • Sonic's Spin dash attacks do 2% less damage
  • Sonic's Uair and Fair cooldown increased by 5 frames
  • Roy hitboxes resized and Utilt power readjusted
  • MetaKnight Air speed decreased slightly
  • MetaKnight Uair and Dair cooldown increased slightly
  • Fixed error where MetaKnight would occasionally freeze on results screen
  • Zero suit Samus Side B now paralyzes
  • Zero Suit Samus Dair cooldown decreased
  • Louie Nair, Dtilt, and Dash Attack animations smoothed out more
  • Mario Fair landing lag Decreased
  • Fixed issue with Yoshi's Shield Cancel not working


V.1.0.2

  • Fixed Some errors in specific song titles
  • Increased the quality of Louie's Portrait images and added his crowd chant
  • Louie's received a new Neutral Air, Down Tilt, and Dash Attack as well as the timing for when he uses his Down B has been adjusted.
Download links

Download for those with SD cards 2 GigaBytes or less
https://www.mediafire.com/?vpg7cn3ohvgh513

Download for those with SD cards larger than 2 GigaBytes
http://www.mediafire.com/download/3b9ax3zb97xw1r7/Brawl_DX_SDHC_Version.zip
Instructions
2 gig or less SD Card

  • Extract the files within the zip folder to your SD card
  • Insert SD card into the system and Boot up Brawl
  • Navigate to the stage builder mode, also ensure you don't have any custom stages on both your SD card and Wii
  • Screen should go black with a bunch of words followed by a screen that looks like this
  • WHEN YOU BOOT UP GECKO OS CHANGE THE HOOKTYPE TO AXNEXTFRAME IN THE CONFIG SETTINGS
  • Once thats done simply navigate back and select Launch game
SDHC Card


    • Extract the files within the zip folder to your SD card
    • Navigate to the Homebrew Channel
    • Launch Brawl DX/Project M launcher
    • Once Booted up simply hit play
(I'd also like to give credit and a shout out to the great people who created a lot of the material that's been available that made, making this mod possible. While this mod was a solo project, i couldn't ever have created it without the materials for characters models, codes, and such being available so thanks to anyone who's assets, or models i used in advance, you have my sincerest gratitude for your awesome work!)

Official Facebook Page https://www.facebook.com/BrawlDX
WANT TO BE A BETA TESTER?

Requirements include the following in no particular order and you don't have to qualify in all of these to be eligible (If interested please feel free to PM me)



    • Have some experience with playing smash bros in a tournament setting (which smash doesn't matter)
    • understanding of a characters backgrounds (i.e. their games and what makes those characters unique)
    • Realistic ideas for character move set adjustments keeping it within the limitation of a characters brawl move set except for newcomers and/or returning melee veterans.
    • Know others who you may be able to have try this out and report their feedback.
    • Small understanding of modding (this one isn't necessary but would help a lot)
    • Finding bugs or glitches/ huge exploits
    • Constructive criticism on what aspects could be improved upon or given more focus.
    • Knowledge of specific characters movesets and or matchups
 
Last edited:
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#2
I'll be posting here the major changes made to each character in detail along side some screenshots.

(Please note that these are not all of the changes made but rather the ones that will become most apparent during play, it's up to you to experiment and feel out what other new things are possible. Also note that these and all future changes are subject to change over time)

CHARACTERS
NEW CHARACTERS (3/13) YOSHI, DONKEY KONG, DIDDY KONG, NESS, LUCAS ADDED!

MARIO

As the all around fighter Mario saw some minor tweaks in order to feel like a character who can easily demonstrate the change in the flow from Brawl to Brawl DX and still hold his own against the whole cast. Moves such as his up smash and fair both have been given slight increases in power. As many considered brawl to be too floaty, Mario has been given a slight increase in his fall speed than his Brawl incarnation, as has the most of the cast to better accommodate more grounded gameplay, although don't worry too much as you should barely feel the the difference during combat.


With the increase in power to Mario's fair, when you land this move it becomes a lot more satisfying and reliable, and the hitbox is relegated solely to his fist as opposed to his whole arm in brawl.


Probably the biggest change to Mario is the addition of the ability to wall jump out of his Up Special, shoot for the wall but will you make the ledge........


alas no worries as you leap from the wall to safety, you can also use your Up Special again afterwards too! Also Mario no longer suffers from the RCO lag glitch along with any other characters who were affected by this glitch.

LUIGI

Luigi has some great pressure tools in brawl, but sadly due to his poor mobility and traction, was not able to utilize them to maximum effect. In Brawl DX he now can through an increase in both his running speed being just a hair faster than Mario and an increase in horizontal Air Speed allowing luigi to keep up with his brother mario and finally feel more in tune with how he controls in actual mario games. Although he has seen a slight decrease in weight due to learning how to run faster (exercise does that to people), and his Neutral air and Up Smash aren't as strong as they were before and he suffers from slightly increased cooldown on a lot of his attacks.


Also on top of those changes luigi's Dair has been retweaked to allow the meteor smash hitbox to connect, Now Luigi is a force to be wary of both on the ground and in the air.


Luigi's charging is Side Special, The Green Missile......


But wait did he just cancel it?! Yes now Luigi can shield cancel his Missile attack, make your opponents think your going to rocket off at them,...


Then cancel it and go for a Super Jump Punch! Which by the way has had it's aerial version made to replicate it's grounded counterpart, and it even slaps an extra 1% at the apex of it for good luck! (poor guy really needs the extra change i guess)

-With these changes i've attempted to allow luigi to deal with some of the problems he once had in brawl while also still retaining some of his shortcoming, he's become more of a glass cannon than he was in brawl.
(With great power comes great risks as well!)

MEWTWO

Mewtwo makes his return from melee here in Brawl DX! Although he appears in Project M, this Mewtwo feels a bit different and has unique traits that were given to him to make him stand out.


First, as many know a lot of Mewtwo's attack rely heavily on the use of his tail, and while they were solid lacked some power. Now Mewtwo's tail has been given a sweespot at the tip which when landed notifies you with a satisfying shock sound. Aim for the tip of Mewtwo's attacks for the best results.


Mewtwo's throws are another aspect thats seen improvements making his throws some of the most deadly. Mewtwo channels his psychic powers to throw his enemies into oblivion.


Mewtwo's Disable has also been changed, now instead of placing opponents in stun, it temporarily paralyzes opponents similar to Zero Suit Samus Down Smash. But if struck again during paralyze knocks them away with a electric shock. The time opponents are paralyzed is unchanging regardless of percent, but only long enough to allow for a quick followup, waste too much time and your opponent will regain control.


With these changes to Mewtwo alongside others like the ability to wall cling following the use of Up Special towards a wall, and Up Special producing a hitbox where he teleports, and an increase in him weight, Mewtwo as become a powerful adversary, one that players should be wary of at all time.

ROY (Under Reconstruction)

Roy compared to his melee and PM counterparts has seen some pretty interesting changes that make him feel vastly different from Marth. First he now walks slower than Marth but runs faster but with reduced traction causing him to slide a bit. (Guess he got his boots from the same store Luigi and Louie got theirs)


Roy has also been given a new Forward Aerial and Dash Attack. He swings his sword through his opponent with a strong diagonally slash, while his dash attack he lunges forward piercing his foes with his sword.


Roy's Up Special also saw some changes, it now can go much farther horizontally than marth's. Although when used in the air it doesn't really get much vertical height, so making sure to level yourself properly from the ledge is key, though he does get a slight increase in height from using the first slash from his Side Special a tad bit more even than Marth's. This move can also act as a nice damage racker and if hit right, finisher.


Roy's Side Special, also saw some minor tweaks, it's been turned into a mix of his melee and Project M versions and although he cant't turn around like in project M with it his third downward swing and fourth downward swing are very strong multi-damaging moves that can also eat away at the opponents shield as Roy ignite his sword on fire. His multiple swings also link into one another easier than before allowing for different ways to chain the move together. Go forth and let your boy Roy blaze through his opponents with powerful swings of his fiery blade.
Also Both Mewtwo, Louie and Roy have final smashes too so for those who like to play that way fear not as they have not been left out.

PEACH

Peach was widely regarded in Melee for her devastating aerial coverage and combos, but in brawl she took a dip in how well she could utilize her aerial prowess. Now in Brawl DX she regains some of what made her so potent in Melee thanks in part to the increase in hitstun, but also thanks to the new tools she has at her disposal.


Her dash attack now sends opponents up allowing for some very nice juggles and land chasing opportunities, and her Forward Tilt pulls opponent up and towards her when spaced properly. Also her Neutral Air pull opponents around her allowing for powerful aerial strings


Her Parasol Up Special has gained some knockback increase on the last hit making it possible to potentially get KO's with of the top.


Her Side Special, Peacher Bomber can now be jump canceled, utilize this to fake out your opponent and lower their guard to land an aerial strike.

Peach's Aerial prowess may not be exactly on par with her melee incarnations, but she has now some new tools unique to her Brawl DX counterpart that lets her get in on foes easier than should could previously.

BOWSER

Bowser has seen some improvements in a variety of his moves to make his moves feel easier to land and more rewarding when they do.


His dash attack now links into his other moves better, moves such as Up tilt allow for nice juggle opportunities.


His Down air now links properly and the last hit becomes a meteor smash, the move is also sped up to hit faster, alongside his down air, back air and neutral air also hit harder making them more viable kill options now.


The biggest change to Bowser is the way his Bowser Bomb Down Special works. Bowser readies himself to slam into his foe......


But then he suddenly turns that into a surprise Forward Air attack! Now you can cancel his Down Special with an aerial attack, fake out your opponent or crash into them with a super fast aerial! Now Bowser's aerial tools have become quite fearsome.

WARIO

Wario's seen some slight adjustments to how he handles in the air, he's lost some weight but he also falls slightly faster making him alittle less floaty, though his great air mobility still remains. He's also gotten some new tools


His 2nd charge Wario Waft Down Special now meteor smashes giving players more options when deciding to use his Waft, do you decide to let it charge and become more deadly or use it quickly as a soft meteor smash that's not very strong early on?


His Forward Smash has seen it's super armor removed but now it has more range than before, lending itself to be just as useful as before. His Down Smash also saw an upgrade it not hit's harder on startup and has far less cooldown allowing the move to used as a good spot dodge punisher.


His Tilt attacks have also seen some nice tweaks such as angle up Forward Tilt and Down Tilt pops opponents upward. Wario was already a solid character but now he's more rounded out and able to still compete with the rest of the upgraded cast.

YOSHI

Yoshi had seen better days in smash, most notably in Smash 64, in melee he was a very niche character and in brawl he was ok, but he still had some glaring flaws one of which being he was the only character who couldn't jump out of his shield in exchange for the most durable shield. Here in Brawl DX though, while he still can't jump out of shield he gains some new tricks to make his shield much more usable.


His Side Special Egg Roll was good, but if he fell offstage he was done for, now thats no longer the case as he can act out of his side special now if he falls of a ledge, Egg Roll also has gained some damage armor allowing it to roll through other weaker moves. Speaking of rolling.....


Yoshi can now shield cancel his Egg Roll, which also means he can cancel Egg Roll into a grab. This allows for Yoshi to utilize his Side B as a proper mobility tool and even use it to setup into combos and cancel out of it to followup.


Yoshi's Smash attacks have also been buffed. Now they've become much more viable KO options that are rewarding to land. With these changes yoshi's finally armed and ready to flutter jump his way to the top.

DONKEY KONG

Donkey Kong has always been known as the fastest heavy weight character in smash, that still hold true in Brawl DX. Although now he's received improvements that make him much more of a threat than he was before.


His dash attack now at the start of the move sends opponents far horizontally making it a nice followup after a down throw, while when it connects at the end pops foes upward in range for vertical followups like up smash and up tilt. (Donkey Kong isn't the only character who's received buffs such as this but his is one of the most noticeable out of the cast). Utilize these new properties to gain the upper hand in battle!


Although the biggest changes to DK are to his Giant Punch and by extension Whirling Kong. Giant Punch now takes slightly less time to charge up and no longer puts DK in special fall upon use in the air, allowing for him to use his up Special to recover. Which by the way has seen an increase in it's overall vertical height that it gains making DK's recovery ability better.

DIDDY KONG

Diddy Kong, leaps into Brawl DX with a few minor, and major tweaks, but rest assured that he still remains a solid fighter though due to the faster pace of Brawl DX compared to Brawl's Diddy had to undergo changes to be kept in line with the rest of the cast while at the same time managing to keep up with everything new that was brought to the table against him.
(This for the most part will hold true to many of the coveted "Top Tiers" though please know that all changes were made with respect to that characters play-style in mind).


First and foremost is that now unlike in brawl Diddy can now only pull out one banana, but he has less cool down after pulling it out allowing for quick usage compared to before. (Also note that due to this banana locks aren't possible as aren't jab locks or Chain Grabs)


Diddy's Rocket Barrel Recovery now can be angled with greater ease and he also travels slightly farther than he did before.



His Monkey Flip Side Special also now travels higher and farther than it did before allowing it to cancel when used without the flip kick on the ground. His peanut pop gun was also change as it now pushes Diddy back farther when released with a charge and the explosion produces a hitbox that does considerable damage. His dash attack also sets up better for aerial followups and his fair hit's a bit harder than before too.

NESS (Under Reconstruction)

Ness although very strong with some of the most powerful throws in the game suffered from having to be subject to constant abuse of grab release chain grabs, now with those gone he can truly utilize his strengths to maximum potential, Marth and Snake may want to start brushing up on their ness knowledge, they might need it.


Ness's down special, PSI Magnet was for the most part largely unused in matchups that didn't involve absorb-able projectiles, in Brawl DX it been given some new tweaks such as it's ability to suck in opponents now and when released it pushes foes back with greater force and deals 2% damage. The move when used in the air can be jump canceled as well as long as Ness still has his 2nd jump.


Ness was also plagued with the terrible occurrence of having players simply ram themselves into his PK Thunder ball to halt his recovery attempts. Now though as long as Ness doesn't hit himself with his PK Thunder ball he can continue to use the move allowing it to be used as an offstage setup move as well as a recovery option. Though it's still susceptible to having the length he travels shortened if he hits an object while using PK Thunder 2. (Removing this trait would've made the move too easy a recovery option :p ).


Ness's Bat also was adjsuted slightly. Now connecting with different sections of the bat will result in different damage, knockback and trajectory. the hilt is the weakest spot that lacks any real KO potential, the middle of the bat pops opponents straight up like a fly ball. The tip of the bat was scaled up very slightly and hits just like it normally would. Oh and the move also has slightly less cool down making it a tad bit more viable of a move.

LUCAS (Under Reconstruction)

Aaaaah Lucas,.... a character who had such great potential but was hindered in a lot of ways due to the same reasons as ness. Now that grab release isn't a concern anymore Lucas can let loose on opponents and with some new tools and tricks he's better than ever.


Lucas tether always looked rather lackluster, it had terrible reach for a tether and it didn't even do anything when used on stage like other tether based characters. Well that's changed now, as the snake has learned to bite things now! Use it as a nice landing setup option and go straight into a jab combo or tilt juggle.


His Down Special, PSI Magnet while can't be jump canceled like Ness's can now packs more a punch than it did before allowing it to be used as a potential KO tool.


Lucas Back Aerial also saw some tweaks as the meteor smash hitbox was moves towards the sparkles rather than the foot, giving it increased range although the timing has become a tad bit stricter. His Dash attack as has less cooldown and slams opponents skyward for some nice followups as well.
 
Last edited:

Dr.

Smash Rookie
Joined
Mar 6, 2014
Messages
1
#4
I'm pretty excited to test this mod.
I've a couple of questions:

Did you created this by yourself or is there a team? (talking about PSA mainly)

How much time did you spend crafting this?

Do you have schedule for updates?

Maybe you could add a FAQ section on the OP when this gets enough attention.
 
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#5
Every thing involving the psas and menus where made by me and this is a solo project which took me roughly a year and a half to make largely due to the huge amounts of trial and erro i had to go through and the fact the release of the clone engine pished back its inital december release. The next update should be sometime next week and ill probably put a FAQ once enough people show interest in it.
 
Last edited:

Sluigi123

Reality 64 Sr. Dev Member; AI Coder; PSA Balancer
Premium
Joined
Jan 18, 2011
Messages
356
Location
Bowling Green, Ohio, USA
3DS FC
0387-9945-0123
NNID
Sluigi123
#6
*Notices my Subspace Stage being in Brawl DX.*

You're welcome, mate! Hope it works out for not just yourself, but for everyone else included!

I almost forgot; will there be videos of some matches on Brawl DX, cause I can't really find the time to even try this out, since I'm working on 2 or 3 projects at once. :ohwell:
 
Last edited:
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#7
I'm working of getting some videos as im having this as a side event this saturday which should have live stream so hopefully i can get some footage of this in action. And thanks for making that stage, it's a pretty popular stage among the people who have played DX, the transformations really keep the matches fresh.
 
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#9
Atm it does not though i can try to work on making a PAL compatible version in the future. I had actually planmed that once its finished which the wait shouldnt be too long thoigh i do believe there ate work around involving switching game region settings or something to that effect.
 
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#12
Videos are definitely being considered, though it will take some time as i'm working on this alone i can only do so much at once , though thankfully the majority of things that needed to be done have been done already. Which is one of the reasons i kept this project under wraps for a year and a half so that when i did release it publicly it would be in a playable and tournament ready state of development. Though i'm hoping people really get into this though videos might help that happen. But in the mean time i will continue to update the characters post with pics and such detailing things i've done, and hopefully at some point i can include atleast one video in each characters log showing those changes in action.
 
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#14
Simply boot up brawl and go to the stage builder and make sure you have no stages built. It should then take you to the gecko ks startup screen where you can then boot it up. Though be use to set the hooktype in the config setrings menu of gecko to axnextframe
 

WwwWario

Smash Ace
Joined
Jan 16, 2012
Messages
637
Location
Norway
#15
I love this. Really love it. The CSS looks so great, especially with Louie, Mewtwo and Roy there. AND gameplay improvements! Keep it up! Oh, and may I ask: Are you planning on adding more characters?
 
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#16
The possibility of the roster expanding is definitely one i'm keeping myself open to though at the moment, i'm trying to build awareness to this project, as well as fine tune the already existing characters. Though the limitations for adding to the roster are the same limitations that the PM devs have placed on there project just to avoid as much cease and desists as possible in the event that this does become popular. If people want me to expand the roster further this project will need to gain some support first, as I also don't want to go through the effort of adding characters all for this project to be shrugged off, as while getting Roy Louie, and Mewtwo into Brawl DX wasn't very difficult, it was still very time consuming and for me to put that much time into adding other characters all for it to go to waste is something i personally don't want to do. But i appreciate the support I've been getting thus far from all of you.
 
Joined
Nov 22, 2013
Messages
902
Location
Florida
3DS FC
2621-3044-6895
#18
I'm interested in this, but it doesn't seem to work for me. I did everything you told me but once I choose a stage or leave the character select screen it silent freezes.
 
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#19
Dragon, you can use a scrubbed disc as long as your either booting it up straight from the homebrew channel or through the stage builder. Basically the way to boot this up is the same way you woul'd boot up PM. i'll post instructions very soon. And not sure why it would freeze on the stage select screen or when leaving the character select menu. Make sure there are no files from other mods as that might cause issues, and also did the stage select screen look like the one in the OP screens because i know if you have an SD card inserted inside your wii that has this and are playing regular brawl it may freeze, due to as the files are loading it still reads through the SD card regardless. If nothing works you could always try defragmenting or formatting your SD card and then reinsert the files.
 
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#21
someone else had this very same issue you can try to check and make sure in the Gecko OS startup screen under Config Setting that the label next to Hook type says AXNEXTFRAME and if it already is simply reextract the files onto your SD card. please also make sure that you extract the private, app, and codes folder along side the boot.elf, and gameconfig file straight onto your SD card there should'nt be a folder titled brawldx on your SD card.
 
Joined
Nov 22, 2013
Messages
902
Location
Florida
3DS FC
2621-3044-6895
#24
Dragon, you can use a scrubbed disc as long as your either booting it up straight from the homebrew channel or through the stage builder. Basically the way to boot this up is the same way you woul'd boot up PM. i'll post instructions very soon. And not sure why it would freeze on the stage select screen or when leaving the character select menu. Make sure there are no files from other mods as that might cause issues, and also did the stage select screen look like the one in the OP screens because i know if you have an SD card inserted inside your wii that has this and are playing regular brawl it may freeze, due to as the files are loading it still reads through the SD card regardless. If nothing works you could always try defragmenting or formatting your SD card and then reinsert the files.
I'm well aware on how to do that, the stage did indeed look like the screens, but it still froze whenever I did any of the things. I'm going to retry putting in the files and the such in.
 

WwwWario

Smash Ace
Joined
Jan 16, 2012
Messages
637
Location
Norway
#25
Um, a question. I know that the new Soundbank Code allows Gecko to replace sound effects, and that's probably what you've done here, right? But whenever I try to make my own hack pack, and use the code, and create sawndz and put them in the /sfx folder, they don't load. It just plays the usual sounds. Um, sorry if this question sounds stupid, but - what did you do to make it work? :)
 
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#26
Either your sawndz group wasn't exported properly or you might have your folder directories misnamed. I've never really encountered errors with sfx, also i it was to add a new soundbank to a clone you would need to know the ID of the sound group and replace all the clones SFX manually with each SFX file.
 
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#28
Currently the type of mewtwo thats in brawl DX doesn't have anything related to floating and the way i made it i'd literally have to start from scratch in order to re-implement floating to avoid it freezing.
 

Sluigi123

Reality 64 Sr. Dev Member; AI Coder; PSA Balancer
Premium
Joined
Jan 18, 2011
Messages
356
Location
Bowling Green, Ohio, USA
3DS FC
0387-9945-0123
NNID
Sluigi123
#29
I'm a bit curious of what your username is when livestreaming via Twitch/YouTube. I don't need an answer out of this right away, but at least it can be answered when you have the chance. Other than that, keep it up and sooner or later this mod would be awesome along side with Reality 64! ;)
 
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#31
Yea the process of getting floating to work would involve me having to start from scratch mainly due to file size limits and such. Though in the next update which will be on the heavy side in terms of quantity of adjustments will have a mewtwo who's GFX's dont conflict at with Lucario's anymore, and his shadow ball coloring is changed to better distinguish it from lucario's as well. There will also be crouch canceling so look forward to that. I should have it ready very soon and i'll also update the characters section with the newest version release as well.

Also for those wondering wifi should work with this as long as you and the other people have the same version (although wifi's being shut down soon so idk how important this info is for people).

Also i'm going to try and get some matches recorded this weekend to have as example gameplay footage for people so hopefully that goes well.
 
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#33
Not currently, atleast not until someone figures out a way to get PhantomWings Brawl EX clone engine running through riivolution. Though i do knowa tht their is a code for using SDHCs with gecko. I'll try to get a codeset uploaded with an SDHC compatible version soon.
 
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#35
Updated with SDHC compatible version and also included instructions for how to boot up both versions to hopefully help those who were confused on what to do with the files
 
Joined
Jan 22, 2014
Messages
654
Location
Subspace Highway
3DS FC
5129-3694-1023
NNID
biscut0426
#37
I'm going to a coding camp over the summer. I've already signed up to support many other projects (PM: Pat Anderson Edition, Banjo-Kazooie project), so I'd love to join this team.
 
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#38
Yes this is like PM in that it's brick free and sadly i've had to do all this on my own. But your more than welcome to help by spreading awareness to the project. For the most part coding in changes are complete save for me smoothing out things for some characters in terms of adding new mechanics i haven't really looked into it much as i want to try and keep it so that it still is accessible and understandable for brawl players. Project M is mostly in part for those who enjoyed what melee had to offer while Brawl DX is for those who enjoyed what brawl had (minus silly things like tripping and CGs) while bringing in elements from melee in the same way PM brought in brawl elements like DACUS, pivot grabs platform canceling, and glide tossing.
 
Joined
Jan 22, 2014
Messages
654
Location
Subspace Highway
3DS FC
5129-3694-1023
NNID
biscut0426
#39
Yes this is like PM in that it's brick free and sadly i've had to do all this on my own. But your more than welcome to help by spreading awareness to the project. For the most part coding in changes are complete save for me smoothing out things for some characters in terms of adding new mechanics i haven't really looked into it much as i want to try and keep it so that it still is accessible and understandable for brawl players. Project M is mostly in part for those who enjoyed what melee had to offer while Brawl DX is for those who enjoyed what brawl had (minus silly things like tripping and CGs) while bringing in elements from melee in the same way PM brought in brawl elements like DACUS, pivot grabs platform canceling, and glide tossing.
Ah. Well, that's good. I'll spread awareness, and if you need any ideas, you're welcome to ask. :jigglypuff: I'll also look for bugs and the like. (For a starter idea, you have a bigger roster than PM. If you wanna keep that title, you'll have to make more characters, and maybe some stages. People will be interested when they see that it has a bigger roster than other Smash mods.
 
Last edited:
Joined
Jun 26, 2008
Messages
1,313
Location
Rhode Island
3DS FC
3823-8516-6187
NNID
Kid Craft 24
#40
I can't deny nor confirm that this is the final roster but i can say i'm paying close attention to whats out their of good enough quality that would fit in with this mod. As for more stages, that will take a bit more time due to my focus being on character balance at the moment. Eventually i'm hoping to make as many of brawl's stages viable as possible while at the same time trying to maintain what makes those stages unique.
 
Top