Did as you said for the sd card, went in homebrew and notice gecko was there, assuming it's the app you said would show but loading the game from there changes nothing, brawl comes up with no changes. Gecko also mentions lack of sd codes before launching brawl.
You sure that's all there is to it ? Sorry for taking your time.
BrawlEx doesn't work for PAL.
Unless you use a USB Loader to load the NTSC version of the game.
And after reading your first post, you should ask somebody who has both USB Loader and BrawlEx so they can help you. Sadly, IDK who uses the USB Loader. I use Gecko.
they have sound files but i delete them because they cause problems so for now on im going to include the wave files so you guys can insert them yourselves.
Hey, I'm new on the vault and was using your deadpool over sheik mod. It was an excellent mod but when I looked in the video, it includes an sfx while in the pack, it's no where to be found. So can you please post the sfx for deadpool over sheik on the vault because I'm tired of hearing deadpool sound like sheik and I already ported someone else over snake
^This.
Most of your hacks don't have the SFX files anymore. What happened?
-How complete is the PSA? It looks complete right now. I seriously don't know if it is still unfinished, but it seems complete for me.
-How are the animations (if there are custom animations)? All of them are quite good, but some of his Special attacks are weird (Neutral B and Down B from Normal Charizard). Final Smashes are the best ones.
-How balanced is the PSA? It seems to be well balanced to be less powerful than default Charizard (from Pokemon Trainer). The Mega Charizard forms, however, are stronger to compensate this, but both are still well balanced to be a little stronger than Ganondorf. But some characters, like Bowser, can still knock Charizard even if X's super armor is present, which is good. His moves are still powerful against the bosses.
-Do the moveset and animations fit the character? The only animations that don't fit Charizard are the Neutral B from Normal Charizard and Mega Charizard X's Final Smash (even if it looks good). All others fit him quite good.
-Are there any glitches? Not at all, yet. But I don't think there are more glitches than the ones you said in the ReadMe. I've been using your Charizard for a quite long time.
-How original is the idea? The transformation is more original than the ones already seen in the game (Zelda/Sheik, Samus/ZSS). Because you're using ONE single slot to transform (there's just model and moset changes). There's not much moveset changing except for some animations, some special moves, graphics and, obviously, Final Smashes. But I don't think somebody cares about that, this PSA is still one of the bests.
Is there still a limit for the sc_selcharacter filesize? Are there ways around it?
There's both filesize limit and file storage limit.
Even if your sc_selcharacter has lower filesize, if you have too many stuff there the game will freeze. This is annoying as we are not able to add more CSPs to the CSS and/or Stock Icons.
Well damn.. wasn't expecting such a long and helpful response. Thanks a lot Itman!
I'm honestly not that great when it comes to particulars (for reference, never used the PSA program before) so I fear this may be flying over my head a bit, so please forgive any stupid questions I may ask.
First off, how can you tell right off the bat if a psa is going to have gfx conflicts? I've tried looking inside all my fit(character).pac files and the vast majority of them have the name of the base character (eg a PSA over link reads ef_link) but some of these ones don't produce gfx issues (Eg One I know off the top of my head - Roll over Zelda against Zelda works fine) and some definitely do (Lloyd over Wolf vs Wolf has quite a few) - Basically is there a way to tell just be looking at these, or is the only way to know to test in game?
Also it helps me to kinda wrap my head around what I'm actually doing - so basically by changing the ef_(character) to ef_(enemy/sse/whatever) the gfx will be attributed to that enemy rather then the character, and the editing of the subarticles is basically the path the game loads the gfx (eg Lloyd's Demon Fang gfx could load as coming from the Primid gfx [if I chose to do that] and the game thinks it's loading a gfx associated with the sse enemy, whose graphics are actually now Lloyd's for that articular action)? Do I kinda grasp this, or am I not understanding how this works? It's confusing but makes some sense.
Not all PSAs were made to use the base character's GFX (though they might use the character's ef_file).
The Roll over Zelda probably has common GFX instead of Zelda's proper ones. So, when using Roll against Zelda, no GFX glitches will occur. The ef_file will deload after finishing the fight, but Roll will still use the common GFX. Though her SFX file (if shared with Zelda) will still be affected.
Lloyd over Wolf uses many Wolf proper GFX (but modified), so facing Wolf might give you some GFX glitches.