that is the one final hurdle to finally having complete customization power. as things stand, while we can add 100 characters, we can only add a few COMPLETE characters. why? because there are only so many boss slots to go around.
this thread is where we look for a solution. here are the tools we have so far:
file patch code 4.0: https://br4wlbreakers.wordpress.com/2009/10/29/new-filepatcher-code-4-0-beta/
super buggy supposedly. if someone could work on this...
file patch 3.5.3: http://forums.kc-mm.com/index.php?topic=51912.0
allows for multiple hack folders and switching, but can't load multiple at a time.
- the replacement soundbank engine: http://forums.kc-mm.com/index.php?topic=61460.0
this code allows you to replace entire soundbanks using .sawnd files
-the custom sound engine: http://smashboards.com/threads/cse-custom-sound-engine-v2-5-works-with-geckoos-and-riivolution.300069/
this code allows you to insert music without replacing any.
Oshtoby's music replacment codes (for use with th custom sound engine):
the problem we seem to have is the limited number of boss soundbanks. one solution would to be to "create"
soundbanks. we wouldn't have to actually add more sounds to the brsar. Is there any way we can get a code so that characters read sawnd files directly? for example, Robo is soundbank 319. could we have a 319A.sawnd and a 319B.sawnd in our directory?
alternatively, what about a character-dependent brsar loader? when the game calls character A, it loads soundbank 319 (robo) from brsarA and when it loads character B it loads brsarB. just so long as the sounds are not called at the same time it should be fine.
please note, I am not a programmer. I'm intermediate at best. I'm only brainstorming concepts for others to jump off of here.