It's already happened. 100 is the limit and additional IDs 3F theough 63 (with the exception of 58) are the open slots. That means you'll have about 72 counting random on your css. This is if you don't have the Pokes or Sheik.
Are you guys sure you need all that junk to make the cosmetic files work? 'Cause I managed to get a Cloud(Ike) clone running using only custom portraits and the makeshift result data that MasterMelee posted.
My Music mess-ups have been happening a long time. It just resets the info in the save back to normal, fixing the problem. After using it to fix it in vBrawl with no other active codes, the code should be removed.
So it resets the stage's music back to only starter songs?
I did something completely on accident that you guys might find interesting... I managed to get a clone working that only has custom CSS cosmetics and NOTHING ELSE. In other words, it doesn't have BP's, Stock icons, etc. yet it works in all vs. mode (Stock matches even), training and stadium modes. However, the character's CSS icon shows "MARIO" in crude text even though the CSP portraits and name show up properly.
I don't know why, but I can't get the CSSRoster to register in game. I've disabled the Custom CSS code and placed CSSRoster.DAT under BrawlEx. Also, when I tried using BrawlEx without the roster and instead with the Custom CSS, my random icon disappeared even though I placed a 29 after the clone character ID's. The cloned character is Ike (using Abalfika's Dissidia/AC Cloud V1). When I tried to use my FS, he would just use his normal special even though I had broken a smash ball.
imma try to add alloy-based PSAs in an upcoming release, making the total new character count possible to 41 (it'll be 40 for me so far since i got one slot broken for some reason)
I realize this question is off-topic, but how would an alloy PSA work? I thought they couldn't grab ledges or use specials.
I intend to fix these errors, I've just been busy as of late with Minus backroom stuff. The errors I'm talking about can be either not having CSSRoster.DAT on the sdcard, having BOTH common and sc_selcharacter.PAC, or having the sc_selcharacter in either places be compressed to extended lz77. The sc_selcharacter has to be lz77.
Hopefully I'll fix those bugs today if I have time so people won't NEED cssroster.dat
I just ran through my SD card, and I'm still getting the error. I noticed that you have two versions of the Clone Tool (One of which is labeled XP). What's the difference between the two? Post Merge: March 23, 2014, 01:07:12 PMMasterMelee-somethin-or-another posted links to generic battle portraits and results portraits a few pages back. It can save quite a bit of time.
And just a question, I'd follow Sammi's tut for the cosmetic stuff if I want to give the clones CSPs and BPs, correct?
Yes, but keep in mind if you change one thing, you have to change ALL of the Cosmetic data mentioned in Sammi's tut or else you'll get the beep of fail. This is because you're essentially creating a new character in the game. And yes, the clone will have the original character's cosmetic data. So if you make a clone of Marth, it will appear as if there are two Marth's on screen.
The custom cosmetics aren't absolutely necessary to have the engine work, however, if you choose to have custom cosmetics for the clones, it's quite a lengthy process. hence why my video tutorial was close to 25 mins long. The model data i was messing with was actually the texture animations. it controls what pictures are shown where on a model. These steps are necessary to add new CSP's, franchise icons, and CSS icons.
Yeah, it took me an hour to get everything in place. But about your clone engine tool, I keep getting some kind of unprecedented handling error. Any idea as to what that's about?
Well, the costumes will need those small portraits or the game will freeze when entering a stage.
As for "everything," the minimum you'll need are portraits, the CSS icon, the CSS icon name, the CSP name, the in-game name, and BP's. You can edit it so that your fighter uses an existing franchise icon (eg. adding a Mewtwo slot and giving him the Pokemon franchise icon).
Alright. What about all the model data shown in the tutorial? Not sure I understand what all that is for. Also, I can't reorganize the CSS at all?
*Fist pump of success* I got the clone engine working. However, is there a less-tedious way to add cosmetic data (CSP's, BP's, etc.)? And do I need to add EVERYTHING from the CSS icons to the battle portraits? I found a code on the vault that turns BP's off, by the way.