Alright so after a bit of experimenting with this, i've actually found that the game will indeed try to load any items that are within the tables. EVEN if they are stage specific. For example, i tried spawning apples from Green Greens and the log spit something out saying it was looking for the itmAppleParam.pac and ItmAppleBress.pac in the "Item/apple/" directory. (which doesn't even exist) this obviously crashed the game, however that means the game automatically updated the file name based on the item Id and looked for that file in that directory. Just move the files to that directory and BAM it's spawnable
This means that basically any item that can be thought of can be spawned in any level now, including stage specific items such as the apple from green greens and the actual spore shot from the lipstick....meaning you can actually make a level with random flower effect "puffs" appearing now and again. You can EVEN spawn assist trophy's and Pokemon this way..though i haven't tested it all the way through and may crash after disappear. In any case, i hope people have fun with this
It's been a while since stage building stuff was added to BB. It's been all model imports and animations it seems. Good to see stuff that helps stage builders! I feel like I've said that before
Oh~~ In that case yes. I only used it once so I'm not sure how the xml file looks now, but it should load them all. If not check the paths in the xml file.
Sorry if this has been asked, I just read the OP and this page. So some stage hazards can be edited right? Is it possible to swap them between stages, or are we only able to do minor edits? This is an amazing topic for a stage builder like me bt dubs!
I am not entirely sure what you mean, but... The Riivolution .xml you have, figure out what directory it's set to(i.e. ssbb) for the main directory, and just change that all the times it's listed to your desired location for the main directory, and you can just put the Brawl files in that directory. Here is an example: I have my main folder for Brawl hacks as SD Root->ssbb->projectm. The .xml has that directory, but with slashes, instead of arrows, in that .xml. All Super Smash Bros. Brawl mods go into that main directory, but under subdirectories, as always, like "fighter"->"mario"->"FitMario00.pac", for example.
I hope this answer helps!
That, but if you're asking how the program loads the file in a technical since. Riivolution acts as the disk reader and just like Gecko, but the difference is that Riivo doesn't load just codes. It uses the xml file to know what files to replace instead of loading everything on the SD. That being said there is no need for memory alteration. You COULD customize the xml to have more load options, but that isn't really worth it.
So, from my understanding of what you said, those are just codes that are different for each mode, so models and textures and such would work for any of those modes, right?
If you're gonna add a mod to a pre-made pack you'll have to adjust your SD card to a certain degree. The bigger the pack the more adjusting you need to do.
I do not have Code Manager or a File Patch Code (I do not know what these are really.) I tried to download Code Manager from the Resources page but after I downloaded it, nothing was on it when I clicked on Code Manager.exe
BAM!!! There's you answer. The File Patch Code is the one code that does it all. Put this file in the codes folder. It contains both the FPC and the Unrestricted Pause Camera. Oh yeah I'm going to guess that your running an NTSC region disk. That also makes a big difference.
We're not ridiculing you intentionally. When seeking help providing as much detail as possible makes it easier to help people. Let's start over, tell us how your sd card is currently set up. Also I'm gonna link you to a helpful youtube channel that helped me start out. (here)