Also BJ, I have some notes on the STPM format that you might not know:
Header: 0x07 - Number of STPM entries. It is usually 01, but STGEMBLEM.pac got three entries in one (03). 0x10(4) - Is the offset to the entry, it's usually 14 but again Castle Siege is an exception, which has 1C. For every entry, there's an offset to it in the header. For STGEMBLEM, this would add 2 extra offsets to the header.
Every entry is 0x104 (260) bytes. The first 4 bytes isn't a float value. 0x00 - Nothing? 0x01(2) - STPM ID (The first one is unique to the entry, the other one is unique to the stage itself) 0x03 - Echo (00 = false, 01 = true)
Ah, so that's what you meant. I have no idea if it's possible, and how (probably not). Multiple people have been asking for extra color slots, but it just isn't possible for the time being.
If it's a certain character then it might either have something with their CSP (wrong format), or it might be a problem with some of their files (for some weird reason, I do have experienced a freeze because of an incompatible PSA). What region is your game? NTSC-U or PAL?
Can somebody rip the THP's and put them in a zipped folder/rar? I'm doing a project, and I think PAL's resolution is larger than NTSC, but they still work on NTSC, as far as I know.
The movie folder is 3,31 GB, so I will have to make it a torrent file. Shall I upload it?
Is it freezing after the match ONLY if you're playing on corneria? If that's the case, then there's a problem with STGDXCORNERIA.pac. What kind of hack do you have over that stage?
what ur talking about is CLR0 editing... but ill check to see if his hair also has SRT0 too.
Not only is his hair changing color, but it's also moving. Would adding CLR0/any other animation to the ModelData folder in FitCharacter0x make it color-animated one-slot, or would it simply not be loaded by the game?
Uhh... It loads the characters' alternate costume such as (example): FitSonic01, 02, 04 and so on. It works for all characters, but I don't know if the code is very convenient though
BJ, I don't know if you remember, but I posted something about collision files some hundred pages back (page 167)
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Oh, and I found out some information about collision files:
The 'Unknown 2' checkbox seems to only be used by the homerun contest barrier collision (the one that blocks the sandbag and homerun bat, but not the players). 'Unknown 2' makes collision that works only for items.
'Unknown 1' makes it so that characters actually can interfere with the collision (as well as other things) So if you uncheck 'Unknown 1', the collision won't work for characters.
Awesome Part: If you uncheck 'Unknown 1', but check 'Unknown 2', the collision will work with only items
To sum it up: Unknown 1 = Collision for characters and everything else Unknown 2 = Collision only for items
Unchecking them both makes a collision that only works for PKMN trainer. Hope this may be useful
Are you still gonna add a drop-down box (or something similar) for it?