alright, so i looked at it, and i have one question, is there a particular reason for putting him over Luigi? Little Mac's TransN is 2, but Luigi's is 6. if you put him over a character that also has a TransN of 2, that will fix the running glitch.
ShadowSnake, it might actually work, just rename Snake's actual TransN and HipN to something else, and then rename the 2nd and 5th (index 1 and 4) bones to TransN and HipN. i'm thinking it should work, but if you're going to use Snakes animations, they will most likely look pretty wierd, mostly because Olimar's TransN is 1, and Snake's is 10. Snake has a lot of face bones.
well, i'm not sure about the footstooling and throwing problems (they may just need new animations) because the bones match up so those shouldn't be there.
the item grab glitch will always be there, because Waluigi has 31 original bones and Toon Link's first HaveN bone is 36. in order to avoid the item grab glitch, the new model must have at least a few more original bones than the replaced character's first HaveN bone. so as of right now, there's no way to fix it.
i put Waluigi over Toon Link, because the bone structures match up a lot better, meaning you shouldn't have many glitches. it would be quite the mess if i put him over Pit, just trust me on that one.
i think i said i was going to do this already, though. is this for the Waluigi project over on Smashboards? i think i told them i would, but they never said who to put him over.
anyways, if you need anything else, just ask me. i'm here and on Smashboards, same user name.
the unedited model, preferably. he probably won't look good over Marth because of how certain bones match up (Marth's TransN is 7, Gray Fox's is 2), but i'll still hex Gray Fox to show up properly.
so which model are you trying to place over who? and you can send me the file and i'll fix it, if you want. i'm assuming you're trying to hex the BodyM bone to be different so the model will show up without the need of having a smash ball. the easiest way to get rid of it is to hex the BodyM index to be the same as the TransN, simply because the TransN is always shown. like i said, i can either fix it up for you, or i can post a picture to help explain it better, i'm usually not overly good at explaining things.
the side offset numbers take you close to where you need to go, but for your example, you would go to AF0 and then go over 8 bytes, and there's AF8. if the hex editor displayed the bytes exactly, then there would only be one byte per row. the offset numbers on the side are the byte numbers for the first byte of the row, but then you just need to count into the row to get to where you need, if it's not the first on the row.
well, it's something with the bone adder program. once you use it on a model, anything you try to change hex wise won't work. you need to make the hex changes before adding bones.
uhh, i'm still not exactly sure about the weirdness of the hitboxes. what i've noticed is sometimes when new animations are made that it fixes most of them, but i haven't been able to pinpoint this one yet. my theory is that some bones just don't know what to do when a new model is placed over them, and that new animations and PSA should get rid of the problem, but that's only my theory.