Still having uneven results when loading the result screen. Only works sometimes, with certain characters. The portraits are all named correctly with the right compression. Does anything need changing in the PAT files for all the replaced .pacs?
Really hate to be a nuisance, but I've been trying to fix this myself for the past week to no avail. Could anyone be a dear and take a look at my pack? I want to release it as (yet another) pack on the site here, but my custom cosmetics dont't seem to be doing the job. It always seems to freeze before/not load the results screen no matter what I do. Here's a version with bare-bones cosmetic stuff; CSS is all complete and nice, battle portraits work alright too (although right now they're just the ones from Nebulon's pack, sorry bud, I'm gonna change them once I get this working). It just always seems to not load the results screen. Everything is named correctly in the victory portraits files as far as I saw. Are there files I'm missing that are absolutely necessary? Any help would be great!
NOTE: Some characters have only one or two costumes/portraits/BPs/victory portraits, etc. This is intentional.
If the result screen is freezing you may not have named the individual png entries accordingly within the MenSelchrFace. When you open up these files and put in your own pngs, you need to name them properly or else they won't load. So If you have MenSelchrFace1460, then the first picture inside needs to be named MenSelchrFaceB.1461, increasing by 1 with each entry in succession.
This issue more overlooked than one might think. It. Gets. Me. All. The. Time.
Haha, thanks, but I found the problem. I just wonder how to make those darn Result names work, apparently you just change it in the hex editor, but that's what was causing the freeze. :/
Hate to be asking so many questions instead of contributing ideas, but I've hit a bit of a wall. Ever since I added custom cosmetics, my results screen seems to refuse to load. I've added all the CSS stuff no problem, and I know it freezes without BPs and all the other extra images, but whenever I try to add them, my results screen simply refuses to load for clones. Even modifying STGRESULT.PAC to include the mark and stock icons doesn't seem to do it.
So my question is: What's the bare minimum amount of cosmetic files needed for a clone to not freeze at the result screen? What else would I need to modify in order to make a clone complete? Any help would be appreciated much.
Oooookay then, never mind. The issue was that I tried to change the name of the character at the results screen in the CosmeticConfig file. I wonder why that froze it... Anyone know how I could fix that so it shows the proper clone name?
No clue. I guess I'll go back and try a few more times. Thanks for trying to help anyway. Much appreciated
You could also just add the clone for 58 but not add it to the CSS. If you do the bare minimum amount of files for the fighter it shouldn't take up too much more SD card space.
Really simple for most characters. Just open up the FitFighter.pac and rename the ef_file to the ID you desire. And reference that new ID on the external GFX on the PSA.
Random example: You have a Mario clone and you don't want him to conflict with regular Mario. You open up the FitMarioEx.pac in Bbox, right-click on the ef_mario ARC, and rename it to say ef_jugem (some Assist Trophy.) This will cause the GFX on the MarioEx to now be ID C5 instead of 01. After that open the clone moveset on either PSA or Bbox and change the external IDs from 01 to C5.
That's all there should be to it, though characters with sword traces like Marth are a little more complicated...
Modified and fixed from the one on openSA credit to the original contributors. -ASF1nk
If anyone wants to know more I'll keep posting, I don't to write a huge post for nothing...
Ah, I actually did that before, but a weird thing happened: the characters would only not have conflicts if the original character they were based on was in the battle. Probably did something wrong, but who knows? Doesn't help that a decent amount of my clones are based on Marth or Ike.
As I said before, I don't even know why you're exporting models. All you have to do is rename the ef_file to that of the ID you want; that's it.
Is that why the characters I have with different ef_file names in the FitFighter.pac don't seem to conflict? Is it really that simple to fix the GFX conflicts?
If you only check one costume in the fighter config, that's the only one the game will load from. So setting another costume to load in the fighter config should cause it to default to that one when another is selected. The portraits will still scroll as normal, but if they match then it won't be noticeable anyway.
So, in other words, if you only check 00 in the Fighter config, then you can have 0001 0103 0302 0C00 as normal, and all of them will still load costume 00 because 01, 02 and 03 aren't enabled in the Fighter config.
Ah, that makes sense! Thanks you two, I'll set it up right now and see if it works.
It still freezes whenever I try to switch to a costume slot that doesn't exist. Do they still need to have portraits even though the costumes don't exist? That would just be the same thing as having multiple slots, wouldn't it?
Probably also should've specified that I'm using custom cosmetics (and as a result don't have portraits for the clones with less costumes than the character they're based on), which may make this more complicated. I think I'm looking more for a cosmetic redirect of sorts, instead of just a FitFighter redirect.
Hey ShinF, would there happen to be a way to edit the CSSSlotConfig so that all team colors load the same color? Some of my clones only have one outfit, and freeze if I just edit the config as if all the colors were there because the portraits don't exist.
Elaboration: If I change the hex line to something like 0000 0100 0300 0C00, when I try to change costumes normally (NOT in Team Battles), it will freeze because the 0C bit makes it seem like there's still 3 different costumes. Do you know of a way to change that so there's only one costume to load from?
As a side note, is there a way to edit STGRESULT.PAC to not load victory portraits at all? I want to save adding those for later, and simply adding the generic ones didn't get it to load. Unless I have to do something extra with them beside just copy the menu file in the download...
With how amazing all of this is, I'm still shocked that people will limit their edits due to Pokemon Stadium and Pictochat - I'd gladly rid those stages in favor of some of the custom stages if it meant I could name every character. Hell, there is probably a custom version of each of those stages that could remove the name issue.
Does porting stages over them with rels fix the issue? If you replaced Pokemon Stadium using a FD stage and a PokeStadium rel, would it work since the stage is essentially a FD one? Curious to know, since I replaced both of those already.
So, I just got a weird issue. I just added 5D as a slot to the characters, and now 5D AND 50 give me the soft freeze when entering a stage. In other words, I can still open the home menu and reset the system. Anyone got a guess as to what this issue is?
Both 5D and 50 are Wolf Clone Slots for me.
Wolf's a little funky overall with multiple clones. I added Raptor to my pack recently and now My first Wolf clone, Lloyd, has most of his animations screwed up (even after exiting the CSS and returning). Worked fine before.