I decided to write this tutorial since I know I will forget how this is done as soon as I finish. Might as well write it down so people don't have to learn it on their own.
You know how P:M has stock faces instead of the usual icon? This is how you do it to your own vBrawl build.
Once you add these codes you can go to the step two.
2- Get P:M's info.pac
You'll need a certain MiscData from their info.pac file. It's MiscData[30]. Get this file and save it on your computer as it is.
3- Open your own info.pac file in Brawlbox
If you use BrawlEX and have custom names for the characters, you probably already use an info.pac of your own. Open your own info.pac and export the textures for the characters' names, as well as the PAT0 animation called "InfFace_TopN__0" (they're located inside MiscData[30]. Project M doesn't have characters' names, but you don't really have to lose them if you need custom stocks. You'll also need to export a certain texture: "InfFaceLine00", because PM also replaces this texture with a dummy.
4- Import your textures and replace PAT0 into PM's MiscData[30]
Now it's a tedious, but easy part. All you gotta do is import the textures for the names, the InfFaceLine00 texture, and replace the PAT0 file you got from your own MiscData[30] into the one from Project M. Save this file again (if you want to keep a backup of PM's MiscData, just save it with a different name)
5- Replace your own MiscData[30] with your edited MiscData[30] from PM.
6- Trim for filesize
As of right now, depending on how many characters you have, your file might be above the maximum filesize, making the game crash as it passes the strap screen. You're going to have to remove/resize just a bit of stuff in order for it to work. The maximum filesize for info.pac is 550kb. What I did in my case was remove the GigaBowser stock icons (I don't use him on my CSS) and it was enough.
7- That should be it!
If you run into any problems, let me know and I'll help you and edit this tutorial to make it clearer, as I probably forgot something.
Important
- If you use cBliss or BrawlEX for extra costumes, all extra costumes above the original amount for each character will have the stock texture of the last recolor that has a stock face. You can use that to your advantage, actually. If you're running low on filesize, you can delete some of the stock faces so it will load the last one instead. I did this for Game&Watch so every recolor would use it's default stock face, so I'd gain some extra free space. However, just deleting the textures won't be enough. Go into the PAT0 animation named "InfStockface_TopN__0", and look for the InfStc that corresponds to the texture you want to delete and remove that as well.
- All BrawlEX characters will have Mario's stock face. I have an idea of how to fix that, but I didn't bother messing with it yet.
- If you don't care about your characters having names, then it's way easier. Just export PM's MiscData[30] and replace it with your own. Still be aware of filesize, though.
Part 2: Custom New Music Titles. Since there's only one engine code for this, there's no need for me to explain anything. We can go straight to making our titles.LLLLLL = Special(?) ID (See the Google Spreadsheet for the respective IDs) XXXXXXXX XXXXXXXX = Your title converted into Hex (Example: Test = 54657374) YY = Amount of Bytes your Title has (Example: Test = 54657374. which is 4 Bytes)
Although you probably just forgot to specify, I believe YY is supposed to be not the amount of bytes per se (in decimal), but that amount in hex? It'd be best to clarify just in case.
CMM:Custom My Music V2 [JOJI]: I'm not sure if v2 has the same issues as v1, but v2 enables My Music settings being saved. From what I'm understanding, it saves where Names are stored, but its settings are deleted if you make more than 107 Names. I'm not sure what it means when it says Names though.
The names you create for your name tags. Basically this code writes your My Music settings data where names #107 and further would be stored, so if you create a 107th name, it will overwrite the data stored and all CMM settings will be lost.
I actually have a request: Are there any coders here? If so, can someone make a code that limits Trajectory DI to a maximum of 8? One of the primary deterrents of Brawl (and even Project M) for me is the absurd amount of DI control players have. I feel that approaching is pointless with it as it is, as it's just going to reset to neutral.
I'm aware that this isn't going to be usable in tournaments, however, as of late, most of my time has been spent fighting friends or bots. They've also complained about their combos not working (or existing), and, when in a more lax environment, I believe Custom DI shouldn't be an issue.
Thank you in advance!
teh-myuutsu,
This thread is meant for community support regarding Brawl Vault's funcionality. That means, basically, uptading hacks with broken download links with new links by someone who previously downloaded said hack.
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You won't be sanctioned for your off-topic post (which shall be deleted), but avoid making posts in the wrong location the next time. A link to these forums' rules are at the top of the page, so take your time to read them carefully.
What a nostalgic face! I remember seeing the release of Echo Blade Sheik in the blog back in 2009 and that was one of the early things that brought me towards Brawl hacking. This Geno looks pretty polished, your experience shows through. I'm glad to see more from you. Welcome back!