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« Reply #30 on: October 03, 2013, 10:36:12 AM » |
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No prob Mr. MW.
Sure go ahead Pikazz. What exactly are you going to test?
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Skype: ASF1nk
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« Reply #31 on: October 04, 2013, 01:06:17 AM » |
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No prob Mr. MW.
Sure go ahead Pikazz. What exactly are you going to test?
want to first port the Name Changes and possible the stand-alone zelda and sheik if I have time xD
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Stupid Tinypic :C
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« Reply #32 on: November 02, 2013, 06:44:28 PM » |
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I'll need help with the codes because I tried to open my RSBE.gct in codemanager but it didn't work so I need at least a video on how to set up the codes into my sd card from codemanager also all that I know is that the codes that I have are the file patch code, css with zss charizard squirtle ivysaur and shiek and independent pokemon code. So if you could at least again make a youtube video of how to set it up than I would be very grateful.
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« Reply #33 on: November 02, 2013, 07:22:23 PM » |
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I'll need help with the codes because I tried to open my RSBE.gct in codemanager but it didn't work so I need at least a video on how to set up the codes into my sd card from codemanager also all that I know is that the codes that I have are the file patch code, css with zss charizard squirtle ivysaur and shiek and independent pokemon code. So if you could at least again make a youtube video of how to set it up than I would be very grateful.
Codemanager can't open GCTs. It opens text files with codes which it then can export to a GCT. If you want to add a code to a GCT without making a new file, GCTEdit can allow you to do that.
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« Reply #34 on: December 19, 2013, 01:35:57 PM » |
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By up to 23 characters, do you meant characters as in letter/numbers or characters as in playable characters? If it's the first option, you're my hero. If it's the 2nd option, then do you know why?
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« Reply #35 on: December 19, 2013, 02:53:23 PM » |
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The characters=letters/numbers.
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« Reply #36 on: December 19, 2013, 03:11:54 PM » |
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The characters=letters/numbers.
This. It works for everybody, just it has to be 23 letters or numbers or under.
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« Reply #37 on: December 20, 2013, 11:55:21 AM » |
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Perfect. This is exactly what I needed then.
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« Reply #38 on: December 05, 2015, 05:48:54 AM » |
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Added some old codes and stuff. Might release all my old unreleased stuff, might be of used to someone else... proly not.
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« Last Edit: December 05, 2015, 05:53:02 AM by ASF1nk »
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« Reply #39 on: December 05, 2015, 07:01:37 AM » |
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Added some old codes and stuff. Might release all my old unreleased stuff, might be of used to someone else... proly not.
I'll definitely find use in whatever you release Post Merge: December 05, 2015, 07:02:15 AM
Added some old codes and stuff. Might release all my old unreleased stuff, might be of used to someone else... proly not.
I'll definitely find use in whatever you release
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« Reply #40 on: December 05, 2015, 03:07:06 PM » |
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Ooo, that stock icon could would've been useful before but I figured out how to edit brawl ex's modules not long ago to produce the same effect. That memory allocation bit looks interesting though. I don't bother playing online, nor would my setup be compatible with it, so axing online memory for some more wiggle room sounds like a nice compromise. I'll have to play around with that and see if it increases stability and reduces file size related crashes.
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« Reply #41 on: December 05, 2015, 03:19:46 PM » |
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FighterResource2 only allocates the FitChar.pac file.
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« Last Edit: December 05, 2015, 04:09:29 PM by KingJigglypuff »
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« Reply #42 on: December 05, 2015, 03:41:35 PM » |
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release that damn CSS or else...
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« Reply #43 on: December 07, 2015, 08:19:41 AM » |
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Aren't posts missing from here? lol
I don't even know why you would want it...It is like 40% done... But yeah, I'll proly release that CSS along with a few other unfinished stuff like Doopliss, and strap fix. I need to check if I still have that stuff, it's been years and a few new computers.
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« Reply #44 on: December 14, 2015, 02:42:26 PM » |
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Ooo, that stock icon could would've been useful before but I figured out how to edit brawl ex's modules not long ago to produce the same effect. May I ask how?
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