New Stage Released Not the stage I was previously working on, however, I saw the request and decided I could make it happen. There are two versions:
All hazards removed.
All hazards removed, except for when sections of the main stage are broken by the Pokémon.
If I am able to make a visual indicator for the stage being destroyed, and delay the collision removal, then I will be making a more competitive style cave-less version of this stage.
Stage Updated A visual upgrade to my Gen II Spear Pillar.
The cave underneath has been remodeled and pushed backwards.
The platforms move according to their original rel patterns.
The Pokémon models and animations have been updated to their Sun & Moon versions.
Some textures have been changed to better fit the Gen II theme.
Celebi can now appear randomly in the background of the stage.
The save state load occurs at the earliest possible opportunity. Basically it waits for the information on the window title to update to show it has actually loaded the game, then it sends the command to load the save state.
Saving your state stores exactly how your game was at that moment. If you are testing changes to stages, you save on the stage select screen and then pick the stage after loading. If you are testing character changes, either save in the main menu or (as you mentioned) save in the stage select screen and go backwards.
I have my save state set up so I do not need to select a character each time nor change my default settings to timed mode (to allow me to play a stage one player)
Previously, I said that if I started working on stages again, then I would keep updating this thread with progress pictures. However, despite this, I've only been sharing them on Discord until now.
So, for anyone who is still interested, here's a few images of things that I've been tinkering with:
It only copies files if they have changed in someway (if the Timestamp OR the file size differs) or if they are new files (exists in your mods folder, but not in the sd.raw).
The purge option makes it so the sync is an outright mirror and deletes files from the sd.raw that are no longer in your mods folder.
As for the savestates on the emulator, does it say not found or does it say they were made with a different version of Dolphin? I don't see how this could be related to VSDSync in any way, however, I could be wrong.
I believe I ran into this issue before as well, but it was before I made VSDSync. They work on the main install I have of Dolphin, but none of the development versions... Sorry I can't be of more help =/
Also, minor update. Previously it was ignoring any old versions of files. I realized that people may want to revert changes and use an older version, so I've updated the batch file to perform a proper sync
A collection of utilities and scripts to automate updating your virtual SD card.
Not exactly an update in terms of stages, but mostly made this to motivate me to get back into modding. Hopefully my plan will work and I'll have something more exciting to add here soon!
A collection of utilities and scripts to automate updating your virtual SD card.
You choose a folder and your sd.raw file, then run the program to sync between them. Only copies files that have been modified or newly added. It can also optionally purge old files from the SD card that no longer exist in your mods folder.
Features
Mount sd.raw files as a virtual Windows drive
Sync files between your build directory and the sd.raw file
Unmount virtual drive after syncing
Load Dolphin after sync (optional)
Load Dolphin save state on start (optional)
Create new sd.raw file if required
Notes
Make sure to backup your data
Once the Setup is done, everything should be safe and easy to use
Can be pinned to the taskbar for ease of use
Changelog
Version: 0.1.3.1
Major bug fix
Version: 0.1.3.0
Switched from using OSFMount to the more reliable ImDisk
Remodeled the GUI
Reduced file and ini clutter
Added a delay to help prevent errors when unmounting the SD Card too fast
I'd appreciate any error reports, I tried my best to make it a standalone package. Hope you like it!
Apologies for the massive delay in releasing this stage. There were so many more things I wanted to add to this, but unfortunately I don't have much time at the moment.
I'm most likely going to add new versions (and transformation variants) to this in the future, but I thought I may as well release what I've got so far. Hope you enjoy it!
Also, if I manage to get some time to get back to working on stages, then I'll make sure to keep updating this thread with progress pictures (not just releasing finalised versions)
I made it so it continuously loads the first lighting set while it should be shifting for different sets. However, I forgot to check if it looped properly. I'll still have to figure out how the moving lighting works...
Alternatively you could always copy the first frame so it is essentially frozen. Might lose some ambience, but it would probably look fine
Beautifully done, I'll definitely be using that =]
:edit: As a youtube comment points out, the shading on the buildings resets when the a new platform arrangement appears. Fix that and it will probably be perfect.
After the 30 day trial you can continue using it, I believe the trial is for the 'Pro' version. Not sure what features it adds, but I've been using WinImage for a loooong time without it xD
:edit: I'll just remove the requirements list to avoid future confusion. I assume anyone who is modding brawl has WinImage right?