I set it so that A wouldn't get loaded no matter what in the code, and instead E would (E isn't in my folder). It still loaded _A even though there was no button input or random to select A. I deleted A in my folder, but now it only loads the original, no matter what. :/
Here's what I'm thinking: -Does it matter WHERE I place the codes? (EX. Should it be before the patch code?) -My Melee folder is titled "MELEE" -Should the ASL and the ASL data code be separate? Or should it be one whole code? -How's my files look? Is there any problem there:
Again, sorry to be bothering you for the second time :/
ASL + 41(ish) stages = A LOT of Stages! This is a great work you've done with the tool. I'm really glad something like this is possible! It really is remarkable. ...I really dislike bothering people, though.. ..as for me, I have NOT been able to figure this out quite yet. And it is indeed weird. When I select a stage, it ALWAYS loads the _A.pac file. NO MATTER what lol. I don't know why. For instance, I have two Battlefield textures in my PF Folder titled "BATTLEFIELD_A and BATTLEFIELD_B" and I have the button combination L for _A.pac and R for _B.pac. I hold L, _A loads. I hold R, _A.pac still loads. I don't hold anything.. _A.pac STILL LOADS xD So weird!
Now I've tried Mewtwo2000's 4xBattlefield code and his files too. When I select Battlefield, it only loads the afternoon(or was it sunset.... sunrise?) version. No matter what combination I pull, always one of the stages load. Any help?
My stages are in PF/Stage/MELEE/ as BATTLEFIELD_A.pac BATTLEFIELD_B.pac Thanks!
EDIT: Also, if it helps in any way, I'm using the SDHC Extension code 1.1 by Bero, which makes stage loading a bit lengthier.
Mewtwo2000, do you know what the limit of the number of stages that can be on the SSS is? In the SC_Selmap.pac, I see 41 pos bones, so I assume at least 40. But the game freezes getting to the SSS when I have more than 26 in the SSS code? Is 26 the actual limit? Thanks!
Sorry to also be a bearer of bad news as well, but when playing as Knuckles, I'm not entirely sure how, but after executing his gliding animation, he continues to walk forward and no button input will stop him. I don't if you knew about this.
It's another holiday... Last update was Valentine's day... Let's see if there's pattern here...
Hey, Nebulon, I have a question!
First, your pack is pretty awesome. I noticed Ridley and immediately put him in my PF! However, I opened up Ridley's pac just to see who it was over and it was C.Falcon. So, did you port Ridley over C.Falcon, and his Module file?
If so, how? I want to port my Yoshi Baddally over someone else since there isn't a Yoshi Rel yet, haha.
And it crashes? Hmm.. how about the Common3.pac file? Did you place that in your system folder? Also, do you have a CSSRoster.dat file in your Brawlex folder?
Okay. Did you download Phantom Wing's CSS Expansion zip and extracted the SC_Selcharacter.pac into your Menu2 folder of your PF Folder in your SD card?
Ah. So the Main Menu shows up perfectly, but the CSS freezes. Then it's something to do with your SC_Character.pac file. Did you use the one in Phantom Wing's download? Also, are you using the CSS Expansion method, or with codes?
Guys, what am I doing wrong here? I just downloaded Nebulons pack, put it all on the SD card. Used the 4GB codeset he provided, but the only thing that loads is; Infinite Camera Stage Expansion (But... it's all the default stages, but they're all randomized everywere) and that's all. nothing else :\
Anyone know if any other Rels would be brave enough to take the place of a Yoshi rel so I could clone him? Until his comes out, can he be cloned using another rel like with Ness and Lucas?