That might be on the game trying to load result files that don't exist, you'd likely need to check everyone's Fighter config and disable the result file if it's unused.
If it's not a character that needs a new franchise icon, adding a new one of those is pointless, so it's entirely possible that that's the issue. If it is necessary, I forget what size is recommended in the video but I usually have them with dimensions of like, 256x256 or something, I think I recall the size in the video causing issues for me. RSPs should also not have and LZ77 compressions if that has been set at all.
uh... Up special I've no idea on, I've never done a teleport before.
Characters' without projectiles can't uh... well have projectiles. You can do fake projectiles, but eh, they're not great, and doing so for more than one at once is much worse, your best bet is to use someone else as a base, though doing that means you need to port over someone else.
A~ Doesn't seem too difficult, in itself B~ Nope. Base character means well... basically everything, every character has their own limitations and such. C~ No idea. There are probably a few PSAs that exist as reference, I think there are Ganondorf ones that have a teleport. D~ Not that I know of
E~ I'm not so sure how you mean edit bones... F~ Not too difficult, a bit more time consuming than difficult, and filesize limitations are a thing you need to keep track of, that too. G~ No idea. H~ Yep, you'd need to look into N's Cloud PSA for how he did limit thing though, I've not done this type of thing myself
I~ PSACompressor. I use both though, PSACompressor for basically everything, and keep a copy of the moveset to check hitbox placements and stuff. J~ Varies. Usually long. REALLY long.
is it uh... is it appropriate to post this here since it's like... half related? So I did stuff to the module, added the bytes to the bx_fighter.rel, I'm sure I've done it proper and all but it crashes upon booting, not the best on coding so it's entirely possible I just messed it up, but the Dolphin error log thing spits this out at me~
I would think it is a filesize issue, probably wrong though. If anyone wants to have a look at the module https://mega.nz/#!XR9iQYbZ!GyUnvNFY2qo8d96v0XMjwuX-WqOMc6P5nroRR1y6nds
It's been redone a few times with the exact same error, which is what leads to the filesize thought.
Oh, the bx_fighter.rel is different? In that case, I have a miniature guide on how to expand costume slots by editing the bx_fighter.rel.
Open bx_fighter.rel in a Module Editor, go to Offset 0x580 in Section[8] and add an equal amount of bytes at the end of every section (there's a total of 0x80 sections in the vanilla bx_fighter.rel, each being 0x20 bytes).
Afterwards, go to Offset 0x3C8 in Section[4] and update 0x00200020 based on how many bytes were added to the costume section.
Example: If adding 0x10 bytes to the vanilla file, 0x00200020 would be updated to 0x00300030.
Though since you'd be doing this with over 200 slots, it's going to be a very long and tedious process, especially if you end up messing up somewhere and having to start over because of it.
So, a small correction from what I've seen so far, the first bit, the address is actually 0xA80, not 0x580 ...uh... At least for this 242 character thing. Probably since it needs to account for the extras, still looking into it currently though, need to spot other differences still, haha. I'll probably just upload a patched .rel if I actually get it.
Ooooh, so the more shiny and better hair from Smash 4 Link? Looking forward to it, I love how flowy hair looks in Smash 4. i'm probably weird for that though.
More muscular ZSS? Gimme. givegivegive.
Also love to see the Ultimate models. I love all of their looks in that game!