If you have 7-Zip, you can open the sd.raw and extract the folders and files and put them onto your SD Card, given you have either Gecko OS (Homebrew) or the Stage Builder exploit file (Hackless) on your physical SD card.
I only encountered the issue during the very old beta stages of 50 CC and was fixed with the things I mentioned.
If you're not using an extensively edited Project M build, I'd recommend you to take a look at the pre-made build I made for ease of access to advanced features.
For those whom are using the pre-made Ridley build, I've made numerous updates to it, which include bug fixes, added features, and new characters. So please re-download if it you've downloaded before March 6th, 2019.
It's not exactly incompatible, but editing the v2 bx_fighter.rel is going to be tedious at best.
Though in other news, Sammi Husky's looking into fixing Co-op Single Player crashing, incomplete SSE CSS, and Wii CSS lag with CSS Expansion v2.0.0.. So far, he's gotten the first issue fixed and is looking into the other two, but I don't see the Wii CSS lag being an easy fix.
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.
Since they're in the beginning of your codeset, maybe they're being overwritten by a later code, perhaps? Could you try putting the 50 CC codes at the bottom of your codeset, rather than the top?
Looks like I forgot FighterXX.dat only goes up to the 11th costume. Additionally, I forgot to mention you're supposed to skip FitFighter12, as costume slot 12 will load FitFighterDark instead. No idea about FitFighterFake though, as I'm using FitFighter13 and FitFighter14 just fine.
Though for the FighterXX.dat configuration, in addition to your vanilla costume selection, you'll need to enable both Unknown Flags under your costume count.
Another thing, the code to fix the Classic Mode Stock Icons is the correct one right? I tried a few times in case I messed something up but either you accidentally posted the wrong code or it's just not being loaded for me. Originally I had it attached to the main 50CC but then tried it as a separate code and it still didn't load. I am using a Virtual SD Card to play the American copy of Brawl on the Dolphin Emulator. Since you didn't provide a separate code for it, it shouldn't matter that I'm using a PMEX Build but might as well mention it just in case.
Yes, the codes provided in the opening post are the correct ones. So it must be an issue on your side, but I wouldn't know how I could help you troubleshoot it. Would you happen to have a codeset for your build on hand? Additionally, you could send your build to me prior to attempting the 50 CC conversion? As that might be the best way to help you troubleshoot, as I would be experiencing your issues firsthand.
-Converting InfFace files- When converting any stock icons, you'll be met with a window asking if you want to convert your InfFace files. If this is your first time, click Yes, navigate to the folder you extracted your files to, select it, and click OK. After you've done this once, you can click No whenever the window pops up.
If your build doesn't use either of those, then you don't even need to use 50 CC, as what 50 CC does is multiply Cosmetic IDs for Stock Icons and BPs by 50 to prevent cosmetic bleeding with more than 10 costumes.
CSPs don't bleed into each other, as those go by ID, rather by name.
That's great to know. Every now and then, I would get complaints from some people about having to be logged in to view a tutorial or guide I linked to them.
As for more lenient Necroposting restrictions, back in the day, I suggested increasing the time from 3 weeks to 6 weeks, though with the state these Forums seem to be in, I could see it being 9 weeks.
-Introduction- For those out of the loop, PyotrLuzhin had plans for a 20 Costume Project (dubbed 20 CP), which would allow users to surpass Brawl's 10 costume limit (15 if you took the time to edit cosmetics to prevent cosmetic bleeding) with a new 20 costume limit. In Pyotr's absence, DukeItOut has released a 50 Costume Code (dubbed 50 CC), which further pushes that limit to 50 costumes. This guide will help you implement 50 CC into your custom build.
-Credits- PyotrLuzhin: For his work on 20 CP. DukeItOut: For his work on 50 CC. Sammi_Husky: For his work on the bx_fighter.rel
-Requirements- -Your sc_selcharacter.pac file (located in pf > menu2). -Your info.pac file (if using a Project M-based build, located in pf > info2). -Your STGRESULT.pac file (located in pf > stage > melee). -Your InfFaceXXX.brres files (located in info > portrite). You must extract every single file and put them into their own folder. If you're missing any vBrawl files, then dump them from your ISO and insert them into the same folder (skip any file conflicts, as otherwise, you would be replacing your custom InfFace files by mistake). -Duke's edited sora_menu_main.rel file (place this inside the pf > module directory) -BrawlCrate (Current version is v0.23)
-Disclaimers- General Disclaimer: In case of potential user-side mistakes, please back up your build before attempting to implement 50 CC into it as we will not be held responsible if something happens in your build.
Disclaimer for adding costumes: Avoid using Costume 12, as that's what FitFighterDark uses.
Disclaimer for Brawl users: The Stock Icons used on the Stage Selection Screen (sc_selmap.pac) are currently unsupported by the 50 CC Engine. While they can be converted to prevent crashing, I would recommend editing your sc_selmap.pac file to remove them them through other means, as I will not go over on how to convert your sc_selmap.pac file.
Disclaimer for BrawlEx/PMEX Users: In addition to the requirements above, you'll also need to replace your bx_fighter.rel (located in pf > module) with this edited version (made by Sammi_Husky and I). Additionally, you'll need to increase the size of whichever CSSSlotXX.dat files you plan on adding additional costumes to in addition to editing your FighterXX.dat files to enable the two unknown flags under the HasCostume flags (you can use BrawlCrate to do both of these tasks).
Note: This edited bx_fighter.rel is based off of BrawlEx v2.0.0.0, so make sure to update your common2 and common3 files to the latest version before progressing.
Disclaimer for adding more than 10 costumes: Upon adding an 11th costume, BrawlCrate's conversion will assume your 11th costume onward is a new Cosmetic ID and will require you to manually rename any associated textures and PAT0 entries, or else they will crash upon loading (because the game tried to find a texture that doesn't exist)
-Required Codes- Before you begin, you'll need to insert the following codes into your codeset (GCT file):
This code is the 50 CC Engine and will require converting all your BPs and Stock Icons to work with the 50 CC system (I'll go over how to do so with the next section).
This code applies a patch to the Stock Icons used in the Classic Mode CSS and Co-Op Single Player Mode CSS. For organization purposes, you can just add this code to the end of the 50 CC Engine code.
Now this next code is entirely dependent on if you're using a Project M or PMEX based build.
If your build is based off Project M, then search for this code...
This code does the same thing as the previous, except edited to be compatible with PMEX's memory range.
Once you have your codes inserted and your files extracted, you'll then need to use BrawlCrate to convert your files.
-Converting sc_selcharacter.pac- After opening your sc_selcharacter.pac in BrawlCrate, navigate to MiscData[90], right click on any of the Stock Icon textures and click "Convert to Expanded 50-Stock System". After converting, a PAT0 animation will be leftover. Delete this, as the sc_selcharacter's Stock Icons do not require a PAT0 animation to work. Save afterward.
-Converting info.pac- After opening your info.pac in BrawlCrate, navigate to MiscData[30], right click on any of the Stock Icon textures and click "Convert to Expanded 50-Stock System". The associated PAT0 animation will automatically update alongside the conversion. Save afterward.
-Converting STGRESULT.pac- After opening your STGRESULT.pac in BrawlCrate, navigate to MiscData[120], right click on any of the Stock Icon textures, and click "Convert to Expanded 50-Stock System". After converting, a PAT0 animation will be leftover. Open this PAT0 animation, rename its texture reference from "lambert87" to "stock_lambert87", export it, navigate to MiscData[110], and replace the PAT0 animation of the same name with the PAT0 you exported. You can then delete the leftover PAT0 in MiscData[120]. Save afterward.
-Converting StockFaceTex.brres- After opening your StockFaceTex.brres in BrawlCrate, open the Textures folder, right click on any of the Stock Icon textures, and click "Convert to Expanded 50-Stock System". After converting, a PAT0 animation will be leftover. You can delete this PAT0 animation and save afterward.
-Converting InfFace files- When converting any stock icons, you'll be met with a window asking if you want to convert your InfFace files. If this is your first time, click Yes, navigate to the folder you extracted your files to, select it, and click OK. After you've done this once, you can click No whenever the window pops up.
Once you're done converting all your files, you can now insert them back into your SD Card (or Virtual SD Card if emulating) and enjoy the benefits of expanding your costume count.