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Author Topic: I'm aware that to many CSP's will freeze the CSS..  (Read 1593 times)
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hypermetalsonic
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« on: August 26, 2010, 11:50:43 AM »


But is there anyway to tell how close your getting to the freezing point? (like is there a know mb ammount in total?)
Because in the past, there was a time when I had at least over 100 CSP's, (all index at 72)..

But now, I've started all over fresh, and now indexing my CSP's closer to its max (like 227 for mariobig_1... 231 for Mario2_big)..etc


Will indexing more make the freezing occur sooner with less CSP's?
...also... The Battle Portraits don't have any affect on the freezing? Its just the CSP's???
« Last Edit: August 26, 2010, 11:51:50 AM by hypermetalsonic » Logged


mnsg
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    « Reply #1 on: August 26, 2010, 12:04:26 PM »


    Ever since CUPASH became obsolete, that theory is proven to be wrong.  It IS possible to have more custom portraits than just 100.  However, you need to pay attention to the file size of sc_selcharacter.pac or common5.pac during the process.

    PAC files that are either compressed or contain compressed contents are known to cause game crashes if they use more memory than normal.  When you edit those files, be sure to save a copy of the unedited PAC file, just to compare file sizes between the two.
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    hypermetalsonic
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    « Reply #2 on: August 26, 2010, 12:17:04 PM »


    Oh? So I shouldn't be using CUPASH at all then? There's something better?

    And what am I suppose to look for with the size of the file? Like ammount... I recalled you helped me back when I originally started indexing Tongue

    thanks
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    mnsg
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    « Reply #3 on: August 26, 2010, 12:23:05 PM »


    Oh? So I shouldn't be using CUPASH at all then? There's something better?

    And what am I suppose to look for with the size of the file? Like ammount... I recalled you helped me back when I originally started indexing Tongue

    thanks

    When using Microsoft Windows, check the properties of the file.  It'll tell you how big it is; look at the Size, NOT the Size on disk.  Compare the file size of the edited file to its unedited counterpart.  If the edited file uses less memory, you're all good.

    Now, you can still use CUPASH for your older portraits, but after you do that, use BrawlBox to import the newly created MenSelchrFaceB###.brres files into the char_bust_tex_lz77 archive inside sc_selcharacter.pac.  Be sure to compress the BRRES archives during the process.
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