I will preface by apologizing for necroposting, but this is the only thread I can find where this question is appropriate. Do these instructions work for PMEX Remix? I tried adding on multiple costumes for ZSS and when I tried to test it, not all of the costumes I had added were available on the character select screen, and when I entered a match to test the ones that did appear, it froze immediately. Then I happened on this thread.
I tried to follow the instructions as closely as possible, but between sc_selcharacter.pac, infor.pac, stgresult.pac, and StockFaceTex.brres, only sc_selcharacter.pac gives me the option to convert to expanded 50-stock system when I right click the stock texture in BrawlCrate.
None of the codes the first post tells me to replace are in the codes on my PMEX Remix build, so i just added them to the text file underneath all the codes that were there. I made sure to turn both of the unknowns under costume count to true, I added the extra costumes textures, both pac and pcs, added the CSPs and BPs for each, (ZSS' BPs are now in a folder called Temp so I added them there, even moved them each so they would be in order by FileIndex) but when I actually test it, it crashes on the Character Select screen.
Hopefully this will help with a solution, and will help others trying to add 50 costumes to Remix. Thanks.
Unfortunately, due to the limitations of the 242 Extension for BrawlEx, 50 CC is incompatible with PMEX REMIX.
However, this was fixed with REX (the successor to PMEX REMIX). Though it's currently unreleased, but is expected to release soon.
After staring at this animation and the game (vBrawl specifically) for a bit, I think I understand what you were getting at initially.
Though now that I get it, I should elaborate. The frames of the FitGameWatchColorAnim correlate to his costume IDs (Example: FitFighter00, FitFighter01, etc). This is a constant, regardless of whether or not a user has a BrawlEx build.
I'll go ahead and add a minor note to the OP about it.
That's not true. If you look at Game and Watch's CSSConfig file (CSSSlot12.dat) and his model file (FitGameWatch00.pac), you'll see that everything lines up with the frames within the CLR0 animations inside his Animation Data 0 BRRES archive.
It's been a crazy few years since I last posted in these forums at all. Though depending on how many people are still here, even if lurking and/or barely active, I may consider completely overhauling the OP to this thread to include the recent things I've been up to.
I tend to keep my updates to my Twitter and Discord, as that's where people tend to be now these days. Though as I mentioned earlier, if there's enough people still here, I'll do what I can to keep this thread updated more frequently.
Pretty big necro, I know, but it's important, as I'm bumping this thread with an update to the opening post to include a zip file to update the BPs for Sandbag, Crazy Hand, Master Hand, and the Alloys to 50 CC.
This is gonna be a huge-ass necro, but it's "important", as I decided to update this mod based around recent modding advancements. You can see the details within the BrawlVault submission. http://forums.kc-mm.com/Gallery/BrawlView.php?Number=219914
This isn't revolutionary at all. The reason why that Back Air does this is because it uses an Angle Flipper value of 6. This has been common knowledge since at least 2015. The OpenSA Wiki is your friend.
Yes, the file I have right now is about 613 KB, while the current limit is about 597 KB. I was able to increase the limit to 700 KB, but that ended up breaking Subspace, which is why I had to cancel the project.
However, I may consider lowering the scope of the project to just allow Charizard to Mega Evolve into Mega Charizard X only, but that's for another time.
I have some rather unfortunate news for those looking forward to my Mega Evolving Charizard side project. Said project has to be canceled due to file size limitations. I'm sorry to have teased this project without further testing things...
BrawlVault is actually an extension of the KC-MM Forums, and I wouldn't consider BrawlVault dead, as people tend to make daily submissions. However, the same can't be said about the Forums themselves. I personally think that the Forums are in one of the worst states they've ever been in. While we're not constantly experiencing 503 errors anymore, the forums are barren and are filling with bot posts at an alarming rate, as there's no active Global Moderators to purge these bots. These forums are also in desperate need of an update, both visually and functionality, but there's only one website coder in the KC-MM staff, so this is easier said than done.
Though that doesn't mean KC-MM hasn't had a legacy built up throughout the years. You would be correct in saying that KC-MM was the go-to place back in the day, but with various big name modders either disappearing and/or retiring over the years, alongside Smash Wii U/3DS and Ultimate releasing, traffic to these Forums has been steadily decreasing up to this point. Despite this, I try to visit these Forums at least once a day.
If you want to keep in touch with Brawl modding, Discord is the way to go. Though I personally wouldn't recommend going to the KC-MM Discord. I would instead recommend going to the Custom Brawl Modding Discord. Alternatively, if you want to know what specific users are making, then you can head over to the Brawl Modding Workshop Discord (I'm not in this one, as I'm not active enough, but if you want to keep track of what I'm specifically doing, then I have my own Discord, which is dedicated to my works).
With some further understandings regarding COPPA, I feel confident with making my videos public again, but if something happens, I'll make my videos private again.
From this choice I've made, I have decided to upload my previous Mega Evolving Charizard preview video to my Youtube. https://youtu.be/v4sFkwYVoMg