Real-time PSA editing + animations + SFX? This is insane! (In a good way.) All that's left would be viewing GFX and PSA editing would be complete I guess...
Nice work as usual. Maybe once you get done with that nice remake of fourside, you could put that background into this fourside skin. Do you still plan on adding the pokemon that come out of that door, like on the original saffron city?
I have tired everything to get these downloaded textures to work, so far no texture will work for me. I have home brew channel, Gecko, Code manager, and an sd card with all of those in use. I have created a private folder in the sd card with the respected folders wii>app>RSBE>pf>fighter>(character name folder.) Could anyone give me some help please and thanks =3.
The textures I am using are raichu for pikachu and zororoak for lucario. Maybe I am not doing it the correct way.
Remember that the "wii" folder has to be in a folder called "private".
Small Discovery with 6.6B You remember how in older versions when you set a brawl file (BRESS for example) to open with brawlbox when you double click it, that windows tries to open it with windows shell program?
Not anymore I can just right click a brawl file type that brawlbox can read, set it to open with brawlbox and click okay. something I've been wanting since BJ started working with brawlbox.
I'm not sure if it works with the other formats that BB can read, but it works with bress, just thought I'd say thanks for getting that to work :/
I can already do this with BB modset (not sure about other BBs...). Any format that BB can export can be opened that way.
That's great! Also pikazz, you said the module files are coded in ASM, is it possible to already start parsing these files without doing something else with these files?
I didn't find any sign of change in Unknown6 and Unknown9... Not Unknown1/11/12 either...
4 of the flags in Light isn't figured out yet either (Flags1 is animation flags) but at least the rebuilder should work fine for Brawls SCN0s Nico, I think you can group the values that is related together; to make editing easier
Now that that format's out of the way, I think I'm going to figure out what some of the Collision object values do.
Really? Later today I'll have another look at my files, but that's pretty surprising.
Are you using Riivolution? Because the FPC won't replace if_adv_mngr_en. If you are using Riivolution, make sure either the file has _en on the end, or the XML is set up to compensate for that specific file.
Reminder: The FPC removes the _en part of a file, so try loading it in Gecko as if_adv_mngr.pac for example. That's also why gecko users have to rename the mu_menumain_en.pac to mu_menumain.pac