[Intermediate] How to Add Ex Fighters to All-Star Mode

Started by KingJigglypuff, September 17, 2017, 01:59:17 PM

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Hey there, here's yet again another tutorial from me, but this time, it's not something PSA-related. Rather, this tutorial will teach you how to add Ex Fighters to All-Star Mode.

Requirements:
-common2.pac. For BrawlEx/PMEx users, there's already a common2.pac file included, which is located under pf > system
-info_corps.pac. If you don't already have a modded file in your build, then you can rip it from the game itself. This file goes under pf > info2
-STGHEAL.pac. Like with info_corps.pac, if you don't already have a modded file in your build, then you can rip it from the game itself. This file goes under pf > stage > melee
-BrawlBox v0.78.
-Hex Editor. Optional, but it'll be used as a workaround in a certain section of the tutorial.

This tutorial will be split into 3 parts: Common2.pac, Info_corps.pac, and STGHEAL.pac. This tutorial will also assume you've already have your Ex Fighter set up and working with cosmetics.

Part 1: Common2.pac.
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To actually add our Fighter to this stage, open the stage in question, and you'll see 5 sub entries. These are what contain the Fighters to be loaded in their specific All-Star stages. Here, you'll rename any of the 0x3E entries to the ID your Fighter uses. Like stages, you can have up to 5 Fighters in one entry. For this tutorial, I'll be adding Fighter 0x50 to allstarStage7Tbl.
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Once your Fighter is inserted, open its entry to see its Difficulty-specific settings. Since the slot you inserted your Fighter over was never intended to have a Fighter there, you'll need to congifure all 5 of the Difficulty entries. To make things easier, just use the Difficulty settings of an existing Fighter.
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Repeat these steps until you're satisfied. Save when you're done.

Part 2: Info_corps.pac.
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Part 3: STGHEAL.pac
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If you've followed everything correctly, you should get a result similar to this one.
I don't take requests.

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I couldn't figure out how to GFX fix the ADPXmodel Sephiroth [PSA] The sword trails are the ugly white trails no matter how hard I try. I can't figure it out. I don't know if the "graphic effect" parts of the PSA count. It would be awesome if you could fix it,but I don't want to throw the work on you. I have an edited one with BrawlEx sfx so I would have to send it through Discord or PMs. Thank you
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I think you posted in the wrong thread. Here's my thread on the Effect.pac Expansion system. http://forums.kc-mm.com/index.php?topic=78975.0

Regardless, you can send me what you have, and I'll take a look.
I don't take requests.

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October 11, 2017, 07:08:26 AM #3 Last Edit: October 11, 2017, 07:30:45 AM by Lillith
So, while this does indeed give all of the BrawlEx clones stocks, if you're using Project M + BrawlEx, it'll give Roy/Mewtwo (0x32/0x33 in All-Star and Events for some reason?) Mario's stocks, fascinating...



Oh right, another random note, for those crazy enough to have a million clones or ...well, maybe you're making All-Star 200 Mario battle, uh... 51+ stock icons on the main hub will seem to crash the game (So like, Game and Watch +51 other characters on All-Star if that makes sense?).
I still talk to myself! If anyone wants to use anything I've done, feel free to! But do tell me where you use it, I want to see the finished product!

I think Mewtwo and Roy use the Pokemon Trainer and unused Roy slots respectively, so maybe you just have the stock icon textures named incorrectly?

For the amount of All-Star clones, I never knew 52 was the limit. :( It could be a memory allocation size issue.
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Pokemon Trainer is just Pokemon Trainer with Mewtwo's cosmetics :<
Haven't changed either of their stock IDs so it should be right.

Well, if you stick 5 characters into the first round instead of only G&W you can have 55, aside from that though...
I still talk to myself! If anyone wants to use anything I've done, feel free to! But do tell me where you use it, I want to see the finished product!