chr0's take up space you know, so i doubt you can get a whole motion set in one texture. You might be able to get some space for extra moves for a certain text. but a whole moveset probably won't happen because of the file size. You actually gave me an idea of a moveset which has different animations, butare very similar, which change on texture.
ex. text. red would have a 20 frame uppercut punch(using an article chr0). It hits at frame 10.
text. blue would have a 20 frame jab (using the same article chr0 animation id). it hits at frame 10.
the different moves will always have the same bone hitbox and frame at which it connects. I guess the total frames doesn't matter, as long as the frame when the hitbox connects is the same(or close).You can't add anything else like flames for red, ice for blue...unless you can find a way in which the char. animations affect the psa externally or something i don't know...I don't actually how flags affect animations because i've never actually messed with them when i look at characters through hex, but if its important, then i can test to see some differences or something.
I don't see why filesize would matter...
the data is local data... not public data...
and that thing you call PSA is nothing mor than physics and game logic...
it has nothing to do with the animation (movesets) except timing
(when the char's animation frame and "PSA" hit as they should)
as for file flags...
they are a private variable...
flood is separate from Mario so flood can't be controlled by mario's animations...
so...
if flood's animations can be separated... why can't mario's...
it's all in the simple means of programming...
instead of using public var '0' you can set this to var '1'...
but you have to cange furthur vars as well (the entire game)
that was one of my failed ideas...
it would work...
but you'd need to redo the entire game...
so I'm trying to figue out a way to use the public var in it's place...
without the game interupting the file layout...