I'm trying to rearrange the placement of the actual stage icons on the SSS. I know it deals with editing the bones or animations of the SSS, but I don't know how to do that, so if anyone could explain or link me to a tutorial that would be
So the game didn't freeze, it was just regular old Toon Link? Make sure you have the pcs files on your card and they're named correctly (fittoonlink00, etc) and that your file paths are correct (they look like they are, but it doesn't hurt to double check) because other than the file patch code not being on/correct I can't think of an explanation for this. ARe you running any working hacks?
If you do a lot of changes on your actual SD card it could just be getting worn out. I was getting freezes every few games on my old card, then when I got a new one (with the exact same stuff copy-pasted onto it) it didn't freeze at all.
That's not to say you could have some unstable hacks going, but if it's just random freezes with various hacks you should try reformatting or replacing your card.
This is more me looking for someone more knowledgeable to tell my why this isn't possible.
I was thinking it may be possible to have effects that work only for certain costumes using PSA, I'll give an example: Let's say you have a Mario PSA and two textures to go with it, one regular and the other Dr. Mario.
In the PSA, when you use fireball, the fireball's hitbox and visual effect are attached to TWO bones (let's call them a and b) bone a is what the fire effect attaches to, bone b is attached to a model in the actual texture.
What I'm thinking you could do is make it so in your regular Mario texture, it doesn't have the pill model that would be attached to bone b, so only the fireball shows up, whereas in the Doc texture there would be a pill model attached to b and bone a would be removed completely, making only the pill appear for the move.
The portraits are blurry because they're in a lower resolution to keep file sizes from getting too big. Post Merge: July 24, 2013, 09:50:42 AMSo... the question I'm sure has been asked before, but I didn't see: can the P:M version be combined with cBliss? I'm assuming no since each needs their own modified common5, but do you have any plans on attempting this?
I didn't want to change the layout, just the order. Will I still have to mess with the bones in that case? I'm starting to guess yes since I can't find any part of the code where the icons are laid out in in-game order.
EDIT: OK, after digging around I'm convinced that I would have to edit the bones of the SSS to accomplish what I want and I have no idea how to do that and can't find anything to tell me how...
If I get bored enough tonight I'll probably go ahead and make one anyway, if so do you want the alloys, Warioman and Giga Bowser? Or just Sheik, ZSS and the independant Pokemon?
OK, the first code is where you actually make your CSP. Where I put ## is going to be the number of characters on your screen IN HEX (you can find a converter on google) After that you're just going to enter the ID numbers for the characters in the order you want them. It goes left to right in rows of 9 before starting over. If you're having trouble I can just make you one. Everything else is just there to make the code work properly.
I'm sure it's -technically- possible to do, but PM is very tricky when it comes to messing around with it's characters and considering it's your first time replacing a character at all, odds are it won't work out without some fairly advanced stuff.
That said, you can probably find a pack for everything you need for Shadow over Dedede, and while I haven't tried it myself, I believe all you need to do is put all of the character files (textures, motionetc, fitX.pac) in the character's folder, put the .rel file in the module folder and then if it has any portraits just replace Dedede's with those. Check the tutorial thread, I'm sure they have one for this kind of thing.
Are you using a custom CSS or custom portraits for characters? Because that's usually what makes it crash right when you click Brawl. If so, I would take off everything from the card (other than Gecko of course) and just put in the Scott hack, then slowly build up from there so if it does crash you can figure out what's causing it.
The CSS is very easy to crash if you're not careful to keep the file size as low as possible.
OK, the reason there's a lot of files is because the creator (Mewtwo2000) likes to make a lot of alternate versions of his stage, If you want it exactly like in his preview video I believe you want the DL labelled "tilt fall loop small"
Once you DL that you'll get a .pac file, which you'll put in your SD card under private/wii/app/RSBE/pf/stage/melee/ (assuming you're using and American Wii) and you'll rename it STGFINAL.PAC
This will make it replace Final Destination, but you can easily put it over something else using module/.rel files which I think is covered either in this forum, or the one for tutorials or stages.
So just to clarify, the positions of ALL the stages (including the ones that are already in PM) are all controlled by the "Classic Expansion SSS" portion of the code, yes? Is there a decent guide around showing how to change the order?
You need to convert a palutena.rel to a custom.rel.
Just renaming a rel won't work, the idea is that the base rel is what the stage is originally supposed to be over (un-swimmable Great Bay is supposed to go over Skyworld) and then you're converting it to whatever stage slot you want it over.
Btw, got a new SD card and formatted to FAT32 and so far it looks like everything's working fine. Sorry for the false smoke.