BrawlEx CSS Expansion 2 is up. The only feature added for it is loading up portraits from the SD card. See the notes section in the readme for information on naming and placing the portrait BRRES files.
Also, remember that the BRRES files on the SD card
must be uncompressed.That limitless css is something I won't mind testing out later. I'll probably get around to changing all my css pics to not be limited by the 256 limit of cmpr, but for now I'd just be happy putting them back to default resolution instead of the 100 x 125 thing I've got going on.
It looks like you spaced the icons out to avoid them fighting with each other for layer priority too. That's going to save me a few headaches to look at now, awesome stuff.
Really looking forward to that future stage expansion too, I've got an old folder with a bunch of stages I had on the ASL engine that'll be neat to throw in.
I didn't make any other changes to the CSS Expansion besides the added functionality. So the Z-Fighting bug and the Subspace Emissary Character Select bug are both still there. Incidentally, all the icons are mapped to the same Z-Index when using the CSS Expansion because adding 100 characters causes their Z-Indices to map all the way up to where other menu elements are mapped. This caused a bunch of weird bugs where icons would appear ontop of things such as the settings screen.
As for file sizes, in addition to the .pac size limit, the portrait BRRES files themselves have a maximum uncompressed size limit of 256 Kb. So as long as you don't go over that, you're fine. For comparison, Wario's regular BRRES file takes up almost all of that.
So Nebulon, since your pack uses boss slots and the newest version doesn't(I believe) are you just going to keep those extras slots or make the characters that are over bosses fill up the new space?
Even with a 128 cap, having a full roster of characters uses up all of the ExSlots but one. That means that any character that uses two or more characters will need a couple of extra slots (
The Zelda's in the roster I showed you use just one slot...). Those slots exist after the regular alloys, so it's alright to keep them on hand for if they're ever required for cases like these.
So, random question. Do the new IDs start from 64?
ExSlots still start at ID 0x3F. They now end at 0x7F
I'm glad we got it sooner ,these new config tweaks are great and literally all the modules you just made were the ones I was dying for, Toon Link especially. Thank you so much for all of this. Going to test it out now.
Also PW how is your stage expansion going to differ from the old stage expansion codes, is it going to be more controllable?
It's mainly going to increase the number of additional stages to more than just 10. It'll also have support to allow you to configure the stage file names similar to how the BX Clone Engine allows you to configure character file names. I may also add the ability to configure stages with their own tracklists as well. That's about it for now.