-Introduction-For those out of the loop, PyotrLuzhin had plans for a 20 Costume Project (dubbed 20 CP), which would allow users to surpass Brawl's 10 costume limit (15 if you took the time to edit cosmetics to prevent cosmetic bleeding) with a new 20 costume limit. In Pyotr's absence,
DukeItOut has released a 50 Costume Code (dubbed 50 CC), which further pushes that limit to 50 costumes. This guide will help you implement 50 CC into your custom build.
-Credits-PyotrLuzhin: For his work on 20 CP.
DukeItOut: For his work on 50 CC.
Sammi_Husky: For his work on the bx_fighter.rel
-Requirements--Your sc_selcharacter.pac file (located in pf > menu2).
-Your info.pac file (if using a Project M-based build, located in pf > info2).
-Your STGRESULT.pac file (located in pf > stage > melee).
-Your InfFaceXXX.brres files (located in info > portrite). You must extract every single file and put them into their own folder. If you're missing any vBrawl files, then dump them from your ISO and insert them into the same folder (skip any file conflicts, as otherwise, you would be replacing your custom InfFace files by mistake).
-Duke's edited
sora_menu_main.rel file (place this inside the pf > module directory)
-
BrawlCrate (Current version is v0.23)-Disclaimers-General Disclaimer: In case of potential user-side mistakes, please back up your build before attempting to implement 50 CC into it as we will not be held responsible if something happens in your build.
Disclaimer for adding costumes: Avoid using Costume 12, as that's what FitFighterDark uses.
Disclaimer for Brawl users: The Stock Icons used on the Stage Selection Screen (sc_selmap.pac) are currently unsupported by the 50 CC Engine. While they can be converted to prevent crashing, I would recommend editing your sc_selmap.pac file to remove them them through other means, as I will not go over on how to convert your sc_selmap.pac file.
Disclaimer for BrawlEx/PMEX Users: In addition to the requirements above, you'll also need to replace your bx_fighter.rel (located in pf > module) with this
edited version (made by Sammi_Husky and I). Additionally, you'll need to increase the size of whichever CSSSlotXX.dat files you plan on adding additional costumes to in addition to editing your FighterXX.dat files to enable the two unknown flags under the HasCostume flags (you can use BrawlCrate to do both of these tasks).
Note: This edited bx_fighter.rel is based off of BrawlEx v2.0.0.0, so make sure to update your common2 and common3 files to the latest version before progressing.
Disclaimer for adding more than 10 costumes: Upon adding an 11th costume, BrawlCrate's conversion will assume your 11th costume onward is a new Cosmetic ID and will require you to manually rename any associated textures and PAT0 entries, or else they will crash upon loading (because the game tried to find a texture that doesn't exist)
-Required Codes-Before you begin, you'll need to insert the following codes into your codeset (GCT file):
This code is the 50 CC Engine and will require converting all your BPs and Stock Icons to work with the 50 CC system (I'll go over how to do so with the next section).
* 00692507 00000032
* 046A17D8 30346400
* 00692DA7 00000032
This code applies a patch to the Stock Icons used in the Classic Mode CSS and Co-Op Single Player Mode CSS. For organization purposes, you can just add this code to the end of the 50 CC Engine code.
Now this next code is entirely dependent on if you're using a Project M or PMEX based build.
If your build is based off Project M, then search for this code...
..and replace it with this code.
This code replacement will convert the Stock Icons used in Multiplayer battles for 50 CP compatibility.
However, if your build is based off of PMEX, then you would instead search for this code...
...and replace it with this code.
This code does the same thing as the previous, except edited to be compatible with PMEX's memory range.
Once you have your codes inserted and your files extracted, you'll then need to use BrawlCrate to convert your files.
-Converting sc_selcharacter.pac-After opening your sc_selcharacter.pac in BrawlCrate, navigate to MiscData[90], right click on any of the Stock Icon textures and click "Convert to Expanded 50-Stock System". After converting, a PAT0 animation will be leftover. Delete this, as the sc_selcharacter's Stock Icons do not require a PAT0 animation to work. Save afterward.
-Converting info.pac-After opening your info.pac in BrawlCrate, navigate to MiscData[30], right click on any of the Stock Icon textures and click "Convert to Expanded 50-Stock System". The associated PAT0 animation will automatically update alongside the conversion. Save afterward.
-Converting STGRESULT.pac-After opening your STGRESULT.pac in BrawlCrate, navigate to MiscData[120], right click on any of the Stock Icon textures, and click "Convert to Expanded 50-Stock System". After converting, a PAT0 animation will be leftover. Open this PAT0 animation, rename its texture reference from "lambert87" to "stock_lambert87", export it, navigate to MiscData[110], and replace the PAT0 animation of the same name with the PAT0 you exported. You can then delete the leftover PAT0 in MiscData[120]. Save afterward.
-Converting StockFaceTex.brres-After opening your StockFaceTex.brres in BrawlCrate, open the Textures folder, right click on any of the Stock Icon textures, and click "Convert to Expanded 50-Stock System". After converting, a PAT0 animation will be leftover. You can delete this PAT0 animation and save afterward.
-Converting InfFace files-When converting any stock icons, you'll be met with a window asking if you want to convert your InfFace files. If this is your first time, click Yes, navigate to the folder you extracted your files to, select it, and click OK. After you've done this once, you can click No whenever the window pops up.
Update (01/11/2021): When I say to update the InfFace files, this means all of them, Single-Player content included. This post update includes a shared zip file to update the BPs for Sandbag, Master Hand, Crazy Hand, and the Alloys.
https://cdn.discordapp.com/attachments/301887313708056588/798404965876891658/Single_Player_50CC.zipOnce you're done converting all your files, you can now insert them back into your SD Card (or Virtual SD Card if emulating) and enjoy the benefits of expanding your costume count.