Ok well if you want to do it the lazy way, just export the MenSelchrFaceI_TopN CHR0 from my CSS and replace it on yours. If you really want to learn how to do it, open the MenSelchrFaceI_TopN model on the model previewer find its CHR animation then move the bone 'nameEA7' really far or shrink it. MiscData[30] btw.
"What to replace to use your own CSS/SSS/Result Yes you can use your own CSS/SSS/Result with this. Always be wary of your filesize limits: sc_selcharacter.pac = limit 3.79 MB sc_selmap.pac = limit 1.14 MB Here is what to replace: sc_selcharacter: -char_bust_tex_lz77 [CSPs] -MiscData[90] [StockIcons]
sc_selmap: -MiscData[40] [StockIcons] -PAT= MenSelmapPlayer1_TopN [On MiscData[20]] [Pattern File for StockIcons] -PAT= MenSelmapPlayer2_TopN [On MiscData[20]] [Pattern File for StockIcons] -PAT= MenSelmapPlayer3_TopN [On MiscData[20]] [Pattern File for StockIcons] -PAT= MenSelmapPlayer4_TopN [On MiscData[20]] [Pattern File for StockIcons]
ASF1NK, Is there a way to make independant pokemon to load from the CSS? and not just before loading the match? , without killing pokemon trainer (the 3 pokemon character)
all this codes are goldeen xD any chance its possible someday to rel port over GB,warioman,alloys ir the most important PT itself since he has a slot to be called on the css and all?
It is definitely because you don't have all the costumes.
You see every time you select or scroll over a costume which doesn't have a .pac/.pcs yet, the game throws out an error.
You can see the error at the bottom of the green letters
"File Read (DVD): Open failed"
using the FPC it will also throw
"File Read (SD): Open failed"
This most commonly happens when you open a CPU player card and the coin goes to Random. Random will load from any costume. Even the ones without .pac/.pcs so ERROR.
It will also happen if you just happened to scroll over a costume with no files. For example if you don't have Mario01 and you know this, but you happened to scroll from Mario 00 to 02 in the way you went by 01, so ERROR.
The game will let you go about selecting other characters and stuff, but it won't recover from that error and it will silent freeze after selecting a stage in the SSS.
Notice how in the image it says it failed at opening sonic yet I'm selecting ToonLink.
Only way to remove the error is to back out the CSS and go back in, but how would you even know if the game threw the error?
You don't.
That's why you fill up all the costumes slots before trying anything.
UPDATE: 12/05/15 - Added some old codes just sitting there. 07/31/13 - Fixed System Name Codes Freezing when taking a snapshot. Upped to v2.
Just random codes I come by or decide to randomly work on.
Tested codes are codes that I tested on the Wii and worked fine for me.
Somewhat Tested codes are codes that are just tested on Dolphin and/or need further testing.
Untested codes are well... untested.
Will update with fixes or new codes as needed or available.
Tested:
NEW CSS Solo Mode Single Stock Icon:
Simple code made a while back, makes it so all characters share a single stock icon in the sc_selcharacter.pac
Leave one single stock texture under MiscData[90] and name it InfStc.001 (Might need material edit in MenSelchrStock0000_TopN) This code really helps to reduce sc_selcharacter.pac file size.
Code:
Single CSS StockIcon (InfStc.001) [ASF1nk] 046A17D4 74632E30 046A17D8 30310000
NEW CSS SRT Animation Always ON:
For some reason when making custom Character Select Screens if you wanted to have an SRT animation it will only play after you were allowed to advance to the SSS.
This code attemps it to fix that. Here is a perfect example of the issue: https://www.youtube.com/watch?v=OLVty0JRr1c Notice the BG only animates after selecting mario and being able to go to the SSS.
Note: this code ONLY works when the SRT animatio is applied to the MenSelchrPanel_TopN.
Code:
SRT Always ON [Sammi Husky, ASF1nk] 0468d160 60000000
Now, the SRT code has an issue where it lets you start the match with 0 players, thus freezing at the result screen. The Fail Check tries to fix that, but it stayed on the Beta stage so it might not stop you from advancing with 0 players 100% of the time.
These codes allow to fix the Result Camera cropping. Each Clone needs their Camera tuned for whatever PSA you are using. I actually just copy pasted the values for the base character of the clones, but that won't always works. It all depends on the winning animation.
Code:
Result Camera Engine [ASF1nk] 80000000 80B29750 80000001 80586100 8A03FC01 00000000 049367D0 3CA08058 049367D8 38A56100 04936B24 3C808058 04936B2C 38846100 049367D4 380000FF
Result Camera XXChar [ASF1nk] 06586WWW 00000014 000000XX YYYYYYYY ZZZZZZZZ VVVVVVVV SSSSSSSS 00000000
ResultCam Data for XXChar [ASF1nk] 06586WWW 00000014 000000XXYYYYYYYY ZZZZZZZZVVVVVVVV SSSSSSSS 00000000
WWW For vBrawl Characters (No Clones): (XX * 14) + 114 = WWW
XX = Character ID
Code:
0 Mario 1 DK 2 Link 3 Samus 4 SZerosuit 5 Yoshi 6 Kirby 7 Fox 8 Pikachu 9 Luigi A Captain B Ness C Bowser D Peach E Zelda F Sheik 10 IceClimbers 11 Popo 12 Nana 13 Marth 14 GameWatch 15 Falco 16 Ganon 17 Wario 18 MK 19 Pit 1A Olimar 1B Lucas 1C Diddy 1D Charizard 1E Solo Charizard 1F Squirtle 20 Solo Squirtle 21 Ivysaur 22 Solo Ivysaur 23 Dedede 24 Lucario 25 Ike 26 ROB 27 Puff 28 ToonLink 29 Wolf 2A Snake 2B Sonic 2C GKoopa 2D WarioMan 2E ZakoRed 2F ZakoBlue 30 ZakoYellow 31 ZakoGreen 32 MarioD 33 BossPackun 34 Rayquaza 35 PorkyStatue 36 Porky 37 HeadRobo 38 ridley 39 Duon 3A MetaRidley 3B Taboo 3C MasterHand 3D CrazyHand 3F BrawlEx 1 40 BrawlEx 2 41 BrawlEx 3 42 " "
YYYYYYYY = Unknown Float value [Generally you want it set close to 3F800000] ZZZZZZZZ = 1st Winning animation float Value moves camera up/down. VVVVVVVV = 2nd Winning animation float value moves camera up/down. SSSSSSSS = 3rd Winning animation float value moves camera up/down.
To add new Camera data codes for new clones: 14 * (Clone#) 4E8 = WWW XX for new entries correspond to the ID on your BrawlEx config files
So for the next 3 new entries after CrazyHand it would look like this: 14 * 1(1st entry after CrazyH.) + 4E8 = 4FC 065864FC 00000014 000000XXYYYYYYYY ZZZZZZZZVVVVVVVV SSSSSSSS 00000000
ResultCam Data for 3F [Roy][ASF1nk] 065864FC 00000014 0000003F 3F800000 40E00000 40C00000 40C00000 00000000
ResultCam Data for 40 [Cloud] [ASF1nk] 06586510 00000014 00000040 3F800000 40F00000 40E00000 40200000 00000000
ResultCam Data for 41 [Zero] [ASF1nk] 06586524 00000014 00000041 3F800000 40C00000 40F00000 40E00000 00000000
ResultCam Data for 42 [KidBuu] [ASF1nk] 06586538 00000014 00000042 3F866666 40C00000 40C00000 40400000 00000000
ResultCam Data for 43 [Deadpool] [ASF1nk] 0658654C 00000014 00000043 3F8A3D71 4114CCCD 4114CCCD 4114CCCD 00000000
ResultCam Data for 44 [Waluigi] [ASF1nk] 06586560 00000014 00000044 3F800000 3FC00000 40E00000 40800000 00000000
ResultCam Data for 45 [Wolverine] [ASF1nk] 06586574 00000014 00000045 3F800000 40F00000 40E00000 40200000 00000000
ResultCam Data for 46 [Shadow] [ASF1nk] 06586588 00000014 00000046 3F7851EC 40900000 40900000 40600000 00000000
Character System Names:
These codes replace the String Name of characters in the game. [Result Screen, Replay Menu, PS1, PS2, Pictochat, etc.] Up to 23 characters. Use this for string values. Fill the XX with String Values. Last value is always 00. Unused values set to 00.
Ex. Mario = Super Mario Mario System Name Change v2 [ASF1nk] 04456564 817CE900 077CE900 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Mario System Name Change = 'Super Mario' v2 [ASF1nk] 04456564 817CE900 077CE900 00000018 53757065 72204D61 72696F00 00000000 00000000 00000000
Write = 0x817CE900 - 0x817CEDF8
Code:
Mario System Name Change v2 [ASF1nk] 04456564 817CE900 077CE900 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Donkey Kong System Name Change v2 [ASF1nk] 04456568 817CE918 077CE918 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Link System Name Change v2 [ASF1nk] 0445656C 817CE930 077CE930 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Samus System Name Change v2 [ASF1nk] 04456570 817CE948 077CE948 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Yoshi System Name Change v2 [ASF1nk] 04456574 817CE960 077CE960 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Kirby System Name Change v2 [ASF1nk] 04456578 817CE978 077CE978 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Fox System Name Change v2 [ASF1nk] 0445657C 817CE990 077CE990 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Pikachu System Name Change v2 [ASF1nk] 04456580 817CE9A8 077CE9A8 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Luigi System Name Change v2 [ASF1nk] 04456584 817CE9C0 077CE9C0 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Captain Falcon System Name Change v2 [ASF1nk] 04456588 817CE9D8 077CE9D8 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Ness System Name Change v2 [ASF1nk] 0445658C 817CE9F0 077CE9F0 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Bowser System Name Change v2 [ASF1nk] 04456590 817CEA08 077CEA08 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Peach System Name Change v2 [ASF1nk] 04456594 817CEA20 077CEA20 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Zelda System Name Change v2 [ASF1nk] 04456598 817CEA38 077CEA38 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Sheik System Name Change v2 [ASF1nk] 0445659C 817CEA50 077CEA50 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Ice Climbers System Name Change v2 [ASF1nk] 044565A0 817CEA68 077CEA68 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Marth System Name Change v2 [ASF1nk] 044565A4 817CEA80 077CEA80 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Mr. Game & Watch System Name Change v2 [ASF1nk] 044565A8 817CEA98 077CEA98 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Falco System Name Change v2 [ASF1nk] 044565AC 817CEAB0 077CEAB0 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Ganondorf System Name Change v2 [ASF1nk] 044565B0 817CEAC8 077CEAC8 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Wario System Name Change v2 [ASF1nk] 044565B4 817CEAE0 077CEAE0 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Meta Knight System Name Change v2 [ASF1nk] 044565B8 817CEAF8 077CEAF8 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Pit System Name Change v2 [ASF1nk] 044565BC 817CEB10 077CEB10 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Zero Suit Samus System Name Change v2 [ASF1nk] 044565C0 817CEB28 077CEB28 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Olimar System Name Change v2 [ASF1nk] 044565C4 817CEB40 077CEB40 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Lucas System Name Change v2 [ASF1nk] 044565C8 817CEB58 077CEB58 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Diddy System Name Change v2 [ASF1nk] 044565CC 817CEB70 077CEB70 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Pokemon Trainer System Name Change v2 [ASF1nk] 044565D0 817CEB88 077CEB88 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Charizard System Name Change v2 [ASF1nk] 044565D4 817CEBA0 077CEBA0 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Squirtle System Name Change v2 [ASF1nk] 044565D8 817CEBB8 077CEBB8 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Ivysaur System Name Change v2 [ASF1nk] 044565DC 817CEBD0 077CEBD0 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
King Dedede System Name Change v2 [ASF1nk] 044565E0 817CEBE8 077CEBE8 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Lucario System Name Change v2 [ASF1nk] 044565E4 817CEC00 077CEC00 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Ike System Name Change v2 [ASF1nk] 044565E8 817CEC18 077CEC18 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
R.O.B. System Name Change v2 [ASF1nk] 044565EC 817CEC30 077CEC30 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Jigglypuff System Name Change v2 [ASF1nk] 044565F0 817CEC48 077CEC48 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
MarioD System Name Change v2 [ASF1nk] 044565F4 817CEC60 077CEC60 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Toon Link System Name Change v2 [ASF1nk] 044565F8 817CEC78 077CEC78 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Ghost Z/S System Name Change v2 [ASF1nk] 044565FC 817CEC90 077CEC90 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Wolf System Name Change v2 [ASF1nk] 04456600 817CECA8 077CECA8 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Snake System Name Change v2 [ASF1nk] 04456604 817CECC0 077CECC0 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Sonic System Name Change v2 [ASF1nk] 04456608 817CECD8 077CECD8 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Sandbag System Name Change v2 [ASF1nk] 0445660C 817CECF0 077CECF0 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Petey Piranah System Name Change v2 [ASF1nk] 04456610 817CED08 077CED08 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Rayquaza System Name Change v2 [ASF1nk] 04456614 817CED20 077CED20 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Pokey Statue System Name Change v2 [ASF1nk] 04456618 817CED38 077CED38 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Pokey System Name Change v2 [ASF1nk] 0445661C 817CED50 077CED50 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
HeadRobo System Name Change v2 [ASF1nk] 04456620 817CED68 077CED68 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Ridley System Name Change v2 [ASF1nk] 04456624 817CED80 077CED80 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Duon System Name Change v2 [ASF1nk] 04456628 817CED98 077CED98 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
MetaRidley System Name Change v2 [ASF1nk] 0445662C 817CEDB0 077CEDB0 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Taboo System Name Change v2 [ASF1nk] 04456630 817CEDC8 077CEDC8 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Masterhand System Name Change v2 [ASF1nk] 04456634 817CEDE0 077CEDE0 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Crazyhand System Name Change v2 [ASF1nk] 04456638 817CEDF8 077CEDF8 00000018 XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXX00
Stand-alone Zelda & Sheik for Porting purposes:
Allows for Zelda and Sheik to be ported over. New Sheik module name = 'ft_sheik.rel'
Code:
No Second Character Zelda/Sheik [ASF1nk] 04ad833c FFFFFFFF 04ad834c FFFFFFFF
Sheik New Separate Module: 'ft_sheik.rel' [ASF1nk] 07202000 00000010 66745f73 6865696b 2e72656c 00000000 04AD80D8 81202000
Tested over Ike. Here are the codes I used to port Ike over Sheik:
Code:
Sound Bank Modifier: Sheik = Ike [Phantom Wings] 4A000000 80AD89E0 14000038 00000020 E0000000 80008000
Sheik No Entry Data: [IWasAPerson] 00AD803E 00000000
Sheik No Result Data: [IWasAPerson] 00AD8076 00000000
And I used all the default Ike files straight from the ISO renamed to 'FitSheik' on 'fighter\sheik\'.
Stand-alone Samus & Zero Suit Samus for Porting purposes:
Allows for Samus and ZSS to be ported over. New ZSS module name = 'ft_szerosuit.rel'
Code:
ZeroSuit Samus New Separate Module: 'ft_szerosuit.rel' [ASF1nk] 07202020 00000014 66745F73 7A65726F 73756974 2E72656C 00000000 00000000 04AD8100 81202020
No Second Character Samus/Zss [ASF1nk] 04ad828C FFFFFFFF 04ad829C FFFFFFFF
Somewhat Tested:
Stand-alone Samus & Zero Suit Samus for PSA purposes:
Increases memory available for movesets over Samus or Zss. Stops the game from loading either ZSS or Samus as second characters when selecting the other. For obvious reasons no transforming Final Smash
Code:
No Second Character Samus/Zss [ASF1nk] 04ad828C FFFFFFFF 04ad829C FFFFFFFF
Even though they are Independent the game still calls the other two unused pokemon upon loading; these codes stop that. In return we get more memory for the Independent Pokemon for movesets.
These codes make the regular Pokemon Trainer's Pokemon load their Independent forms instead. These should eliminate the need for 'Ind. Pokemon Engine' and 'CSS Fixes for Giga and Company' codes.
Easier method to get Solo Popo so you can port over ICs.
Code:
Ice Climber CSS slot loads Solo Popo [ASF1nk] 04455558 11FF0E0F
Untested:
NEW Memory Allocation Codes:
Note: These codes are barely if not untested; caution when using.
The codes allow for the modification of memory distribution. Ex. You can make it so the game allows for a little more memory for PSAs OR Menus, etc. Keep in mind memory in the Wii is very limited and in most cases you have to take away from one place to increase in the other.
To edit these change the value on the 2nd column for each line. Values are in bytes, but Dolphin displays them in MB. (Useful site for convertion) That being said here are a few codes along with some related RAM offsets:
Common5.pac takes priority over sc_selchar and sc_selmap. Either delete the Common5.pac or replace the sc_selchar and sc_selmap inside the common5.pac.
Well, that mostly was because something made my Wii and Dolphin crash, so I wasn't sure if it had to do with overwriting junk code or not. Tried it again later when trying to give each character their own costume data and junk, and no problems there.
Anyway, here's a question. What would happen if we were to give Toon Link more than ten costumes?
I know, I know, it would overwrite some portrait images of Wol-
So that means that both Toon Link and Wolf are able to carry more than ten costumes, most likely even Dark and Fake skins potentially. I didn't try it on Sonic though.
Also, I think it's possible to give Wario one extra costume, or actually two extra costumes, but since I don't like to overwrite his dark costume, it could be potentially possible to give him a thirteenth costume that would overwrite a potential Fake costume. I also haven't yet tried that, though.
Heck, it *might* even be possible to give him an additional two, but from what I heard it might not be possible to go beyond the fourteen costumes in existence (twelve original with his existing Dark costume and his non-existing Fake costume).
By the way, Fake just means the shadow bug versions that Peach, Zelda, Samus and Diddy had.
EDIT: By the way, remember seeing that in the "Characters have 10 Costumes" code, most had 13FF, some had 33FF and one had 1FFF? I finally got it. I mean, it's not hard to get this code, but the one that stood out for me was the 33FF part. I just figured out that the 3 just had that one extra bit, it being the 14th bit, that represented whether the character had a Fake costume or not.
(For those who don't get this mumbo jumbo, when turning each of the previous hexadecimal values into binary values, each one represents a "this costume is enabled on this character, yo")
This is pretty much common sense. Wolf cosmetic slot is not even after ToonLink's; Ghost Z/S' is. Matter of fact Ganon, ROB, TL, Wolf and Sonic can be given more than 10 costumes without having to worry about other cosmetics interfering. Heck if you don't mind interference you can just give all characters more than 10. Only difference you'll see is in the BPs and stock icons. For example Mario's 11 costume would load DK's 00 BP in-game, but other wise no problems at all.
About costume flags you're right. They are read from right to left. First 4-bit being costumes 00 - 03, second being 04-07, and third being 05-09. last one handles whether spy, dark, and fake are loaded. Also credit to BlackJax for helping me with figure out the costume flags way back then.
So yeah that last bit is the key for loading more than 12 costumes, though you may notice that only adds up to 15 costumes. the 16th one is another story.
Also using the Dark/Spy/Fake costume's can make Game&Watch have more than one .pac/.pcs.
Regarding more than 10 costumes, I'm leaning towards not doing them. Because to properly do them without overlapping cosmetics I would need to relocate half the roster's cosmetics. That means I have to re-do ALL of that half a roster's cosmetics in the WHOLE game. Not to mention although doable the filesize of those extra ~240 CSPs might be too much, and I want to leave room for potential extra slots.