A warning, you're not allowed to use that one image of Palutena in your progress gallery. It is blatantly ripped from the official website and deceiving as to how your actual hack appears in-game.
srry :I i dont mean to belittle your project. Its just cuz I showed the megaman hack to a friend, and all he had to say was, "megaman's sticky bomb normally goes offscreen if he misses in the demo" "magaman's dog helps him high jump in the demo" "megaman can throw his blade in 8 different directions in the demo" "other megamen help megaman in his supersmash in the demo"
im like OMG ULL NEVER BE HAPPY Like if u have to work on characters on it wait for it to come out before working on the movesets, making the swipes when they attack. i noticed the motion trail was a little more rainbow like. or trying to get both ds and wii stages in.
i love ur idea. nevermind what i said i was just mad at my friend for a little while when i wrote that. lol but i didnt come here because i was mad at my friend i wasnt like AH IM MAD IM GOING TO KCMM TO VENT! sorry
Yeah, we're planning on making a better Megaman PSA soon. We haven't started working on it though.
I have a rosalina PSA that is really similar to her SSB4 moveset, if anyone's interested. It works perfect with my rosalina wii u recolors. Post Merge: September 24, 2014, 12:53:17 PMIt also includes a Luma, but the Luma doesn't move lol..
Wait, what do you mean by "The luma doesn't move"? Does it even attack?
I don't usually use BrawlBox for editing ExModules, but it's a pretty similar process. Open ft_darklink.rel, and click on the top of the tree. In the "ARC Entry" section to the right, under "Relocatable Module", set Module ID to 160 (BrawlBox seems to use decimal for module IDs). Open section 8 with the memory viewer, and on the first line, change 00 00 00 02 to 00 00 00 5C.
Okay, I'll do that, except with ID 61 instead of ID 5C.
Crashing on entering the battle sounds like it's the module. Just to be certain, what IDs are you entering for the module ID and in section 8? The module ID should be something above 0x8F that isn't already in use, and the ID in section 8 is the BEx clone's slot ID.
Careful with those Caps, When it freezes can you see Link's In-Game Battle Portrait and name? If not then means you need to add the BP's
I'm using the ID of my clone (61), and it uses the regular Link CSPs and stuff, so it has Battle Portraits. And it crashes before his name and BP appear... and what do you mean caps?
I used a regular Link clone with fresh, Data Partition 2 files, Fresh, brawl ex module, and manual fighter files... And it still crashed when he entered the battle. What am I doing wrong?!?!?!
I just tried putting a Link clone in slot 61 manually (didn't change any cosmetics), and it worked, so it's not a problem with slot 61. Are you using the clone tool? Maybe just try adding the BrawlEx config files manually, and using the fighter config tool for Fighter61.dat, and see if that works.
Yeah, I'm using the clone tool. I'll try it manually.
Guys, you gotta help me... My clone is crashing and I don't know why! It crashes when he enters the battle. Like, Mario jumps out and it says "3"! and then it crashes. I have the filler files, and I have the correct module. HELP! (P.S. The clone is Dark Link)