Sorry for the late response, my files on my card got deleted, so I decided to take a break for a while, lol...
Anyhow, I currently have a slightly-done model that someone else made, of it over Ike... But Revamped is already looking at having 3 Ike REL ports on it (Cloud, Naruto, and Tidus), so I'm hoping to use this model, or make another model over someone else. I'm thinking of making Grave over Diddy, so I can use Diddy's barrel as his coffin, but Vash popping out of the barrel seems good, too.
There are several characters I do not plan on changing at all, but here are ones I plan to change that I haven't yet, and some I MAY change for the right thing:
Planned for change: Olimar (having trouble finding one that won't freeze while using a .REL port) Peach (Trying MegaMan X hack, may keep that) Falco: Have Knuckles on, but either need to power it up some, or switch it.
Might change: Luigi (Something different, or better Luigi hack, bored with the SMBZ hack) Lucas Lucario (probably not)
Looking for decently balanced Kirby hack, one only slightly stronger than the original.
I've been contemplating the later 2 of these three for a long while now...
Inuyasha, I added as a possibility, because thinking about it, I know some good moves I could use on him. His moves would be a blend of the anime, and his moves on the PS1 fighting game.
The Vash hack (a la Trigun) would have to be over a character with a relatively large file size, as he would have an extra object, or larger primary model. This Vash hack would feature him after the series, and he would be using Wolfwood's Cross for some of his attacks. The attacks are already 85% plotted, all I really need to figure out is the balance of which gun does which (fire rates, range, damage, exc).
Beyond the Grave, since his anime is a bit less popular than Trigun, would require a little more explanation. He is from an anime called GunGrave, which is written by the same person who wrote Trigun. The anime is every bit as good as Trigun, but Trigun was featured on Adult Swim, so I presume that's why the larger fan base.
In any event, Grave (without giving spoilers) is a human who is strong enough honestly, to blow Vash to kingdom come (minus the Angel Arm). With his twin handguns, and armed coffin on his back, it would be easy enough to create a moveset based off of the anime, and the second PS2 Game "GunGrave: Overdose".
This one would, however, be the most difficult hack to pull off, due to the physics of the coffin animations, and numerous projectile attacks.
--- On that note, I only know a substandard amount of making a PSA: I'd need a volunteer for whatever seems like popular vote: so if any of you would want to help out, please post. I can do the animations, and may be willing to learn how to work on models more... My main thing about it though, would be designing the attacks and coordinating the animations, it's all I really have have time for right now, as I have numerous site updates I still must accomplish.
If I don't have 1 or 2 people to help with the PSAs and such for the highest vote, but sources for the second, I'd likely choose that one, just to get one done sooner.
I saw make a version where the B moves still resemble classic Link.
Example: Your Up-B is good, just a revamp. But you should still keep some kind of bomb and boomerang moves on him, to keep the classic feel that Link should have.
The bow is a little less trademark, so maybe replace that one, but you should just REMAKE his bow and bomb moves to make them seem more bad-ass.
I know there is a code to disable entry data altogether, but I was wondering if there was a way to disable entry data for specific characters?
Example: Anyone REL ported over Diddy will have a barrel on them the whole match. Is there a code that works SPECIFICALLY for Diddy? What would happen if I removed FitDiddyEntry.pac?
Thanks for the info, and the link Got too much to do to read the whole thing, lol. So I'm just searching for the adding sounds and converting...
But I may use it later to replace movies for commonly replaced chars, just as ShadowKong, or adding Cloud.
Edit: The opening video uses sc_title.pac in it, so does that mean it's actually TWO videos? Reason I ask: I don't see anything about movies including files, so wouldn't that mean that the song plays separate from the video?
I'm trying to find what BRSTM file ID is used for the song that plays at the opening movie...
I saw a couple sites listed "X01 - Super Smash Bros. Brawl Main Theme", but that's NOT it, because I even replaced that file ON the ISO, and there's no change...
Um.... thanks for the help, it has helped, but 1 correction and 1 problem:
Correction: The music titles are saved in \pf\info\info.pac
Problem: you said "you can rename from there". You don't seem to understand: THERE IS NOTHING to rename when: it comes up an empty row when the song box loads.
Ummm... thanks for trying, but you uploaded a character voice file file...
And for the second part, I was asking if the edited songs are changeable FOR the extra levels?
For example, if I was to use the expanded sound engine code to put 2 new songs into STGCUSTOM04, is there a way to NAME those new 2 songs in mu_mainmenu
I've been frying my brain trying to figure out a couple of things with the stage expander, and music with it.
1) How to add multiple songs to a level
Quote
I saw the a post: Stage Dependent Song Loader 28708ceb 000000SS 4A000000 90180F06 14000076 FF00MMMM E0000000 80008000 SS is the stage. MMMM is the song ID. One song per stage.
Or (if you want more than one song for a custom stage): Stage-Track Dependant Song Loader [Oshtoby] 28708ceb 000000SS 28708d2e 0000XXXX 4A000000 90180F06 14000076 FF00YYYY E0000000 80008000 XXXX is the song you want to replace. YYYY is the new song.
Now, while I have the listings for SS and YYYY, I dont know WHAT to put for XXXX, because I don't know what BRSTM that will be pulling to play.
2)Can the song titles for the replaced songs be edited?
All right pal, let me reiterate exactly what I'm wanting to do:
Normally with the stage expansion code, the new levels will have existing icons (EG Final Destination).
I am hoping there would be a way to give the new levels an icon that is NEW, and NOT yet existing on any stages, so all lets say 43 stages total have a DIFFERENT icon.