illinialex24
Smash Hero
Note: This isn't just for transforming characters, they actually don't work well with this because when they transform, they automatically go to the .pac and if they transform back you switch colors. So this works best for NON transforming characters.
Now I am not sure if this works on the File Replacement codes, it should, but I know it works for ISO hacks.
Anyway, to use this you need to know a little about how the game loads files.
For character files, there are two identical files, both a .pac and .pcs, storing the same data, just compressed differently. This redundancy isn't all that redundant, and is very useful.
Disclaimer: Only use this for characters that only have few normal costumes, because you can't easily make CSP's for this, and you can't change in game stuff. Most people who know loading and basic Brawl mechanics already know this.
Anyway, so when you select a character, it immediately loads the .pac. However, if you wait at all, it transfers over to the .pcs. This is why the .pcs is the normal load. Then, when you transform, it goes to the .pac.
So, how do you get different textures on the same costume? Simple, make it so the .pcs and the .pac are different. Load the game immediately if its a .pac you want, and load the game slowly if you want the .pcs. Make sure the other person chooses their character first.
If you want to make CSP's for it, use the Zelda Sheik example. Just use that and its a good way to know both characters who are in the costume.
This is really only good for like Sleepy Hat puff, which has 1 costume, or Pikachu, which has 4 costumes. Anything that has very few costumes this is useful, but I recommend not using it most of the time.
Obviously, this only works for characters.
Now I am not sure if this works on the File Replacement codes, it should, but I know it works for ISO hacks.
Anyway, to use this you need to know a little about how the game loads files.
For character files, there are two identical files, both a .pac and .pcs, storing the same data, just compressed differently. This redundancy isn't all that redundant, and is very useful.
Disclaimer: Only use this for characters that only have few normal costumes, because you can't easily make CSP's for this, and you can't change in game stuff. Most people who know loading and basic Brawl mechanics already know this.
Anyway, so when you select a character, it immediately loads the .pac. However, if you wait at all, it transfers over to the .pcs. This is why the .pcs is the normal load. Then, when you transform, it goes to the .pac.
So, how do you get different textures on the same costume? Simple, make it so the .pcs and the .pac are different. Load the game immediately if its a .pac you want, and load the game slowly if you want the .pcs. Make sure the other person chooses their character first.
If you want to make CSP's for it, use the Zelda Sheik example. Just use that and its a good way to know both characters who are in the costume.
This is really only good for like Sleepy Hat puff, which has 1 costume, or Pikachu, which has 4 costumes. Anything that has very few costumes this is useful, but I recommend not using it most of the time.
Obviously, this only works for characters.