I still have to fix a problem with that stage. Player 1 seems to spawn inside of one of those pods and immediately falls to his death, lol. Not quite sure how to change the spawn point(I'm just using a template for these), so I'll probably just have to move the pod over a bit.
Everything else(4 players and items) seems to work fine on the stages, just need to touch up the collisions a bit. It's kind of hard to tell on 2d stages.
You don't have to move the pod, just edit the spawn points. Go to ModelData [101]'s bones and find the player0E/player0N through player3E/player3N bones and those are the values that you'll want edit.
Here's a guide I find pretty useful for stage editing. Scroll down the page and you learn how to edit things such as death boundaries, rebirth points, item spawns, etc.
That sucks about the metal texture. I'm sure people can live without it; the hack itself is pretty epic.
Also, a suggestion just came to my mind.
Overall the idea is somewhat similar to Falco/Fox's throws.
Once the chain swing animation is done and the opponent is thrown the air, Tabuu could shoot his Bullet Rain at the opponent. Maybe not Bullet Rain specifically, but any of his projectile moves would probably work just as well.
Okay, I feel like I'm getting close here. I'm trying out every graphic with the word "flash" in it.
flashE? :O
As for the question: I'm trying to identify what is causing an effect to be activated in a certain PSA, but have no idea where to begin looking. To specify, the effect is activated by the character's Dtaunt. Currently I'm looking in MoveDef_FitCaptain > Sections > data > SubActions Scripts > AppealLwR (Captain Falcon's Dtaunt). Is this the right place to be looking?
Bam! there we are. The last few parts of the guide are relevant to you.
Ah, thanks a bunch. I really appreciate it.
I even managed to find some old dvd+r discs to burn the modded ISO to, so that saved me a trip to the store. All that's left is to install this IOS to get the discs to properly play...
If I remember correctly, you use WiiScrubber to modify the iso, and then burn it onto a Wii disk. There was a tutorial around here somewhere, and I may still have it on my computer.
Well, I want to modify my American brawl disc to use the Japanese character SFX without using any type of homebrew loader (Gecko/Riivoultion). Not sure how to explain it better than that.
I'm sure that Wiiscrubber is involved for the file replacement in someway, but I have no idea were to start. I'm guessing you'll need some ISO reading tool so the brawl disc's data partition can be read on your PC?
Hm...well, I did some digging through the ef_common.pac and I think I've found a couple of things that might be of some use to you.
These are the yellow sparks you're talking about, right? If so, they seem to resemble the pct_cmn_flash REFT entries, particularly pct_cmn_flashE. The original flashE texture resembles a gray star, but after stretching it out and giving it some color it began to look like a replica of the spark effects. Below is an example of what I'm talking about.
The other colored spark effects (light bluish/purple color...?) that look similar to the yellow ones probably use the other relative pct_cmn_flash entries so I'd recommend looking at those too. Also, referring to the second pic, I believe that the base of that large yellow slash is pct_cmn_flashF.
I'm definitely not a REFT expert, so hopefully I explained all that cleary.