Eternal Yoshi
I've covered ban wars, you know
- Joined
- Mar 3, 2007
- Messages
- 5,450
- Location
- Playing different games
- NNID
- EternalYoshi
- 3DS FC
- 3394-4459-7089
What you need
Brawlbox v0.65c
PSA 1.2
A Hex Editor
A model and Textures to import(Derp)
Fit(Insert Character Here).pac
Before you bother with this, answer these questions:
Does the character you are adding have anal memory limits like Samus?
If the answer is a yes, then don't try adding any External Graphic Effect models at all. :srs:
Are you competent in using hex editors? If not, then learn elsewhere before trying this. -_-
Anyway, I'll demonstrate by putting a Cypher in Marth's effect file.
First, Open BB, get your model and put it in a nice .brres file, then get the textures. Be sure to make or nab an animation as well.
Then, put the textures in the TextureData of Fit(Insert character Here).pac. In my example, I'm gonna put the Cypher textures in FitMarth.pac as shown in the pic, palletes and all.
Then get your model's .brres file and import that, then change the File ID to the value after the highest value of the last .brres file in there. In my Example, I changed it to 3 because 2 was the previous value.
Now that that's outta the way, let's go to the EFLS file.
Note how many entries there are - we want to add more a certain way so the game will read from the new ModelData we made.
Now, export it, and open it in a hex editor.
You'll probably something like this
I labeled some key areas for you.
Cyan = Total # of ExtGFX in file
Light Red = Total # of ExtGFX models(ModelData.Brres) in file
Since I'm only adding one effect, I'm adding 1 to both those numbers.
Now there's something else that must be done - adding the data to the EFLS file.
But before that can happen, we must understand how the format of the EFLS file works so look in this pic.
See the Purple? Those are the data entries for each GFX.
Offset 0x05 of each of the Purple lines also points to the offset of Each GFX name if it has one.
Offset 0x01 and 0x03 have the Brres ID that the GFX summons. FFFF means it doesn't use a .brres file to load up.
Since I'm adding one GFX, I gotta add it's line to the bottom of the purple section but above the Yellow section. Use the .brres ID we put in before. In my example, I'm putting in 03.
Now the fun part - name your External GFX. Put in the name at the end of the file, but be sure that there is a byte of 00 in between names and at the end or else......
For the sake of Consistency, I'm naming it PtcMarthCypher.
Before we close this thing, we gotta redirect the offsets of the names of the purple section and our new data line above the yellow section to the new locations.
Since I added only one, I just have to add 10 to the existing ExtGfx offsets and locate our new offset for our new GFX like so.
Now we may save and put our new EFLS file back in.
When you got it right, it should look like this.
You may notice a null or 2 missing, but don't worry. Just save and close and reopen.
Now close it again since we are done here.
Open PSA and reference the new GFX in a move to test. Since we added a new ID, it should be an ID after the last ID of The external GFX. Here's a reference list of External GFX IDs that exist in VBrawl's characters.
Old Reference list of External GFX
Sooo yeah good luck.
In my example, the ID is 00120005 since the last VBrawl GFX was 00120004.
If you got questions let me know.
This is how my example came out. Yes it's supposed to be like that.
Credit goes to Magus for him teaching me about adding to the EFLS file and etc. and Sdoom for his original tutorial for replacing External GFX with GFX models. I just combined the two.
Also Shadic for taking the last pic.
Brawlbox v0.65c
PSA 1.2
A Hex Editor
A model and Textures to import(Derp)
Fit(Insert Character Here).pac
Before you bother with this, answer these questions:
Does the character you are adding have anal memory limits like Samus?
If the answer is a yes, then don't try adding any External Graphic Effect models at all. :srs:
Are you competent in using hex editors? If not, then learn elsewhere before trying this. -_-
Anyway, I'll demonstrate by putting a Cypher in Marth's effect file.
First, Open BB, get your model and put it in a nice .brres file, then get the textures. Be sure to make or nab an animation as well.
Then, put the textures in the TextureData of Fit(Insert character Here).pac. In my example, I'm gonna put the Cypher textures in FitMarth.pac as shown in the pic, palletes and all.
![](http://i.imgur.com/TspyN.png)
Then get your model's .brres file and import that, then change the File ID to the value after the highest value of the last .brres file in there. In my Example, I changed it to 3 because 2 was the previous value.
![](http://i.imgur.com/HrEwn.png)
Now that that's outta the way, let's go to the EFLS file.
Note how many entries there are - we want to add more a certain way so the game will read from the new ModelData we made.
![](http://i.imgur.com/vCHGh.png)
Now, export it, and open it in a hex editor.
You'll probably something like this
I labeled some key areas for you.
![](http://i.imgur.com/ACevz.png)
Cyan = Total # of ExtGFX in file
Light Red = Total # of ExtGFX models(ModelData.Brres) in file
Since I'm only adding one effect, I'm adding 1 to both those numbers.
![](http://i.imgur.com/Y7KAJ.png)
Now there's something else that must be done - adding the data to the EFLS file.
But before that can happen, we must understand how the format of the EFLS file works so look in this pic.
![](http://i.imgur.com/TUvwa.png)
See the Purple? Those are the data entries for each GFX.
Offset 0x05 of each of the Purple lines also points to the offset of Each GFX name if it has one.
Offset 0x01 and 0x03 have the Brres ID that the GFX summons. FFFF means it doesn't use a .brres file to load up.
Since I'm adding one GFX, I gotta add it's line to the bottom of the purple section but above the Yellow section. Use the .brres ID we put in before. In my example, I'm putting in 03.
![](http://i.imgur.com/JP4wl.png)
Now the fun part - name your External GFX. Put in the name at the end of the file, but be sure that there is a byte of 00 in between names and at the end or else......
For the sake of Consistency, I'm naming it PtcMarthCypher.
![](http://i.imgur.com/7CmHX.png)
Before we close this thing, we gotta redirect the offsets of the names of the purple section and our new data line above the yellow section to the new locations.
Since I added only one, I just have to add 10 to the existing ExtGfx offsets and locate our new offset for our new GFX like so.
![](http://i.imgur.com/YgqM1.png)
Now we may save and put our new EFLS file back in.
When you got it right, it should look like this.
![](http://i.imgur.com/QyFM1.png)
You may notice a null or 2 missing, but don't worry. Just save and close and reopen.
![](http://i.imgur.com/RyYc3.png)
Now close it again since we are done here.
Open PSA and reference the new GFX in a move to test. Since we added a new ID, it should be an ID after the last ID of The external GFX. Here's a reference list of External GFX IDs that exist in VBrawl's characters.
Old Reference list of External GFX
Code:
File #1
01 MARIO_FB
02 MARIO_FB_SHOOT
03 MARIO_FB_BOUND
04 MARIO_S_MANT1 (Stars from cape)
05 MARIO_S_MANT2
06 MARIO_S_JUMP
07 MARIO_PUMP_SHOOT
08 MARIO_PUMP_HIT
09 MARIO_PUMP_FADE
0A MARIO_PUMP
0B MARIO_PUMP_MAX
File #2
01 DONKEY_HEADBAT
02 DONKEY_GIANTPUNCH
03 DONKEY_GIANTPUNCH_MAX
04 DONKEY_GIANTPUNCH_SMOKE
05 DONKEY_HANDSLAP
06 DONKEY_ENTRY
File #3
01 LINK_SWORD
02 LINK_ARROW
03 LINK_ARROW_MAX
04 LINK_BOOMERANG
05 LINK_BOOMERANG_T
06 LINK_KAITEN
07 LINK_KAITEN_S
08 LINK_KAITEN_AIR
09 LINK_KAITEN_AIR_S
0A LINK_BOOMERANG_W
0B LINK_BOOMERANG_H
0C LINK_BOOMERANG_WS
0E LINK_NAVY
0F LINK_ENTRY
10 LINK_BOMB_SPARK
File #4
01 SAMUS_JUMP_JET
02 SAMUS_ATK_BOMB
03 SAMUS_CSHOT_BULLET
04 SAMUS_CSHOT_HOLD
05 SAMUS_CSHOT_SHOT
06 SAMUS_CSHOT_MAX
07 SAMUS_MISSILE_STRAIGHT
08 SAMUS_MISSILE_HOMING
09 SAMUS_MISSILE_SHOT
0A SAMUS_SCREWATTACK
0B SAMUS_APPEAL_S
0C SAMUS_GBEAM
File #5
01 YOSHI_TAMAGO_KAKERA_A
02 YOSHI_TAMAGO_KAKERA_B
03 YOSHI_TAMAGO_KAKERA_C
04 YOSHI_GOROGOROTAMAGO
05 YOSHI_TAMAGONAGE
06 YOSHI_HIPDROP_STAR
07 YOSHI_TAMAGOUMI
File #6
01 KIRBY_ATK100
02 KIRBY_SUIKOMI
03 KIRBY_HAMMER
04 KIRBY_HANMMER_A
05 KIRBY_FCUT_A1
06 KIRBY_FCUT_B1
07 KIRBY_FCUT
08 KIRBY_STONE_S
09 KIRBY_STONE_E
0A KIRBY_FCUT_B2
0B KIRBY_FCUT_B3
0C KIRBY_FCUT_B4
0D KIRBY_STAR
0E KIRBY_FCUT_A2
File #7
01 FOX_ILLUSION_START
02 FOX_ILLUSION_M
03 FOX_ILLUSION_P
04 FOX_ILLUSION_END
05 FOX_REF_FLASH
06 FOX_REF_START
07 FOX_REF_LOOP
08 FOX_FIREFOX_START
09 FOX_FIREFOX
0A FOX_BLASTER_BULLET
0B FOX_BLASTER_SHOT
0C FOX_REF_REF
0D FOX_APPEAL_S
File #8
01 PIKACHU_ATK_S41
02 PIKACHU_ATK_S42
03 PIKACHU_DENGEKI
04 PIKACHU_DENGEKI_BOUND
05 PIKACHU_DENGEKI_LOOP
06 PIKACHU_KAMINARI_HIT
07 PIKACHU_KAMINARI_GR
08 PIKACHU_KAMINARI_START
09 PIKACHU_KAMINARI_END
0A PIKACHU_KAMINARI_CLOUD
0B PIKACHU_ZUTSUKI_HOLD
0C PIKACHU_ZUTSUKI_BOMB
0D PIKACHU_ZUTSUKI_SMOKE
File #9
01 LUIGI_FB
02 LUIGI_FB_SHOOT (Green fire)
03 LUIGI_FB_BOUND
04 LUIGI_ROCKET
05 LUIGI_CYCLONE
File #A
01 CAPTAIN_FP
02 CAPTAIN_FP_HOLD
03 CAPTAIN_FN_H_FIRE
04 CAPTAIN_FN
05 CAPTAIN_FN_AIR
06 CAPTAIN_FK_FLASH
07 CAPTAIN_FK
08 CAPTAIN_FP_FLASH
09 CAPTAIN_ENTRY
0A CAPTAIN_APPEAL_HI
File #B
01 NESS_PSI_ATK
02 NESS_PKT_BULLET
03 NESS_PKT_TAIL_A
04 NESS_PKT_TAIL_B
05 NESS_PKT_HOLD
06 NESS_PKT_ATTACK
07 NESS_PKFI_BULLET
08 NESS_PKFI_BOMB
09 NESS_PKFL_BULLET
0A NESS_PKFL_BULLET_ED
0B NESS_PKFL_BOMB
0C NESS_PSIMAGNET
0D NESS_ENTRY
File #C
01 KOOPA_BREATH
02 KOOPA_BREATH_M_FIRE
03 KOOPA_SHELL
04 KOOPA_DROP
05 KOOPA_WAIT_BREATH
06 KOOPA_GK_FREEZE
07 KOOPA_GK_SHIEN
08 KOOPA_GK_SMOKE
09 KOOPA_APPEAL_S
0A KOOPA_ENTRY
0B KOOPA_CHANGE_FLASH_A
0C KOOPA_CHANGE_FLASH_B
0D KOOPA_CHANGE_START_A
0E KOOPA_CHANGE_STRAT_B
File #D
01 PEACH_BOMBER
02 PEACH_KINOPIO_HIT
03 PEACH_KINOPIO_BULLET
04 PEACH_HIKKONUKI
05 PEACH_ENTRY
06 PEACH_ATTACK_HI3
07 PEACH_APPEAL_S
File #E
01 ZELDA_ATK_A
02 ZELDA_ATK_B
03 ZELDA_ATK_HI4_A
04 ZELDA_ATK_HI4_B
05 ZELDA_ATK_S4
06 ZELDA_FLOR_START
07 ZELDA_FLOR_END
08 ZELDA_NAYRU
09 ZELDA_NAYRU_FLASH
0A ZELDA_DIN_START
0B ZELDA_DIN_TAMA
0C ZELDA_DIN_BOMB
0D ZELDA_CHANGE_START
0E ZELDA_CHANGE_END
0F ZELDA_SHIKOMIBARI
10 ZELDA_FUSHIN_START
11 ZELDA_FUSHIN_END
12 ZELDA_ENTRY
13 ZELDA_CHANGE_FLASH_A
14 ZELDA_CHANGE_FLASH_B
File #?
01 POPO_ICESHOT_SMASH
02 POPO_ICESHOT_APPEAR
03 POPO_ICESHOT_COLD_A
04 POPO_ICESHOT_COLD_B
05 POPO_GOMJUMP
06 POPO_BLIZZERD_SHOOT
07 POPO_BLIZZERD_BULLET
08 POPO_THAMMER
File #?
01 MARTH_SWORD
02 MARTH_S_BREAKER
03 MARTH_COUNTER
04 MARTH_ENTRY
File #?
01 FALCO_VISION_START
02 FALCO_VISION_M
03 FALCO_VISION_P
04 FALCO_VISION_END
05 FALCO_REF_FLASH
06 FALCO_REF_START
07 FALCO_REF_LOOP
08 FALCO_FIREBIRD_START
09 FALCO_FIREBIRD
0A FALCO_BLASTER_BULLET
0B FALCO_BLASTER_SHOT
0C FALCO_REF_REF
File #15
01 GANON_MAJINKEN
02 GANON_MAJINKEN_HOLD
03 GANON_MAJINKEN_FLASH
04 GANON_REKKIKYAKU
05 GANON_ENGOKUA_FLASH
06 GANON_ENGOKUA_G
07 GANON_ENGOKUA_A
08 GANON_ENGOKUA
09 GANON_ENTRY
0A GANON_ENTRY_AURA
0B GANON_APPEAL_S
File #16
01 WARIO_PPE_S
02 WARIO_PPE_M
03 WARIO_PPE_L
04 WARIO_PPE_L_2
05 WARIO_PPE_FLY
06 WARIO_PPE_FLY_2
07 WARIO_KAMITSUKI_OPEN
08 WARIO_KAMITSUKI_BOMB
09 WARIO_KAMITSUKI_BITE
0A WARIO_CORKSCREW
0B WARIO_BIKE_SMOKE
0C WARIO_BIKE_BREAK
0D WARIO_KAMITSUKI_END
0E WARIO_BIKE_SMOKE_S
0F WARIO_02
10 WARIO_03
11 WARIO_04
12 WARIO_05
13 WARIO_06
14 WARIO_07
15 WARIO_CHANGE_FLASH_A
16 WARIO_CHANGE_FLASH_B
File #17
01 META_K_ATK100
02 META_K_ATKS3S1
03 META_K_ATKS3S2
04 META_K_ATKS3S3
05 META_K_ATKS4S
06 META_K_ATK_HI4
07 META_K_ATK_LW4
08 META_K_ATK_AIR_B
09 META_K_ATK_AIR_F
0A META_K_ATK_AIR_HI
0B META_K_ATK_AIR_LW
0C META_K_DOWN_ATK
0D META_K_SWORD
0E META_K_DOWN_ATK_D
0F META_K_CLIFF_ATK_Q
10 META_K_CLIFF_ATK_S
11 META_K_GLIDE_ATK
12 META_K_SLIP_ATK
13 META_K_THROW_B
14 META_TORNADO
15 META_DRILL
16 META_MANTLE_START
17 META_MANTLE_END
18 META_SHUTTLELOOP
19 META_DM_ATTACK
1A META_DM_ATTACK_AIR
1B META_DM_ATTACK_F
1C META_DM_ATTACK_B
File #18
01 PIT_SWORD
02 PIT_ATK_AIR_N
03 PIT_ATK_AIR_HI
04 PIT_ATK100
05 PIT_FEATHER
06 PIT_PA_HOLD_ARROW
07 PIT_PA_HOLD_BOW
08 PIT_PA_FLY_ARROW
09 PIT_PA_STICK_ARROW
0A PIT_IKAROS_GOKOU
0B PIT_IKAROS_FLARE
0C PIT_IKAROS_WING_FLARE
0D PIT_PA_FLY_ARROW_FLASH
0E PIT_ANGERING
0F PIT_KAGAMI
10 PIT_KAGAMI_REF
11 PIT_ANGERING_START
12 PIT_ANGERING_END
13 PIT_ENTRY
File #19
01 SZERO_ATK_LW4
02 SZERO_MUZZULE
03 SZERO_BULLET_S
04 SZERO_BULLET_L
05 SZERO_PL_HOLD
06 SZERO_PL_SHOT
07 SZERO_PL_HIT
08 SZERO_ATK_AIRN
09 SZERO_WHIP_A
0A SZERO_WHIP_B
0B SZERO_ATK_S4S
0C SZERO_PWHIP
0D SZERO_ENTRY_FLASH
0E SZERO_ENTRY_SMOKE
0F SZERO_ENTRY_END
File #?
01 PIKMIN_SEIRETSU
02 PIKMIN_HIKKONUKI
03 PIKMIN_ORDER
04 PIKMIN_DEAD_RED
05 PIKMIN_DEAD_BLUE
06 PIKMIN_DEAD_YELLOW
07 PIKMIN_DEAD_WHITE
08 PIKMIN_DEAD_PURPLE
09 PIKMIN_HIT_RED
0A PIKMIN_HIT_BLUE
0B PIKMIN_HIT_YELLOW
0C PIKMIN_HIT_WHITE
0D PIKMIN_HIT_PURPLE
0E PIKMIN_ANTENNA
0F PIKMIN_ANTENNA_01
10 PIKMIN_ANTENNA_02
11 PIKMIN_ANTENNA_03
12 PIKMIN_ANTENNA_04
13 PIKMIN_ANTENNA_05
14 PIKMIN_ANTENNA_06
File #?
01 LUCAS_HOLD
02 LUCAS_PSI_ATK
03 LUCAS_ATK_LW4
04 LUCAS_ATK_HI4
05 LUCAS_PKT_BULLET
06 LUCAS_PKT_TAIL_A
07 LUCAS_PKT_TAIL_B
08 LUCAS_PKT_HOLD
09 LUCAS_PKT_ATTACK
0A LUCAS_PKFI_BULLET
0B LUCAS_PKFI_BOMB
0C LUCAS_PKFR_BULLET
0D LUCAS_PKFR_BULLET_ED
0E LUCAS_PKFR_BOMB
0F LUCAS_PSIMAGNET
File #?
01 DIDDY_ATTACKLW3
02 DIDDY_BJET
03 DIDDY_POPGUN
04 DIDDY_POPGUN_BREAK
05 DIDDY_MFLIP_CHOP
06 DIDDY_POPGUN_BREAK_A
07 DIDDY_POPGUN_BREAK_B
08 DIDDY_ENTRY
File #?
01 POKETRAINER_CHANGE_THROW
02 POKETRAINER_CHANGE_CATCH
03 POKETRAINER_CHANGE_IN
04 POKETRAINER_CHANGE_OUT
05 POKETRAINER_CHANGE_MBALL
06 POKETRAINER_CHANGE_RETURN
File #?
01 POKELIZARDON_TAIL_FIRE
02 POKELIZARDON_ATK_FIRE
03 POKELIZARDON_ATK_HI3
04 POKELIZARDON_MOUTH_FIRE
05 POKELIZARDON_STANDBY_FIRE
06 POKELIZARDON_KAENHOUSYA
07 POKELIZARDON_IWAKUDAKI
08 POKELIZARDON_SORAWOTOBU
09 POKELIZARDON_ATK_LW4
0A POKELIZARDON_ATK_AIRF
File #?
01 POKEZENIGAME_ATK_HI4
02 POKEZENIGAME_ATK_WATER_A
03 POKEZENIGAME_ATK_WATER_B
04 POKEZENIGAME_TAKINOBORI
05 POKEZENIGAME_TAKINOBORI_END
06 POKEZENIGAME_MIZUTEPPO_SHOOT
07 POKEZENIGAME_MIZUTEPPO_LIGHT
08 POKEZENIGAME_MIZUTEPPO_FADE
09 POKEZENIGAME_MIZUTEPPO_HIT
0A POKEZENIGAME_MIZUTEPPO
0B POKEZENIGAME_KARANIKOMORU
0C POKEZENIGAME_MIZUTEPPO_MAX
File #?
01 POKEFUSHIGISOU_ATK_HI4
02 POKEFUSHIGISOU_ATK_AIR_HI
03 POKEFUSHIGISOU_ATK_AIR_LW
04 POKEFUSHIGISOU_LEAF
05 POKEFUSHIGISOU_ATK11
06 POKEFUSHIGISOU_ATK12
07 POKEFUSHIGISOU_ATK100
08 POKEFUSHIGISOU_ATKS3S
09 POKEFUSHIGISOU_TANEMG
0A POKEFUSHIGISOU_TANEMG_TAMA
0B POKEFUSHIGISOU_TANEMG_HIT
0C POKEFUSHIGISOU_H_CUTTER
0D POKEFUSHIGISOU_TMUCHI_TRACE
0E POKEFUSHIGISOU_TMUCHI_FLASH
0F POKEFUSHIGISOU_H_CUTTER_HA
File #?
01 DEDEDE_HAMMER
02 DEDEDE_HAMMER_SPIN
03 DEDEDE_JETHAMMER_HOLD
04 DEDEDE_JETHAMMER_HOLD_MAX
05 DEDEDE_JETHAMMER
06 DEDEDE_JETHAMMER_MAX
07 DEDEDE_SUPERJUMP_RISE
08 DEDEDE_SUPERJUMP_STAR
09 DEDEDE_SUIKOMI
0A DEDEDE_WAD_DEAD
0B DEDEDE_WAD_THUNDER
0C DEDEDE_JETHAMMER_HOLD2
0D DEDEDE_JETHAMMER_HOLD_MAX2
0E DEDEDE_JETHAMMER2
0F DEDEDE_JETHAMMER_MAX2
File #22
01 LUCARIO_HADOU
02 LUCARIO_BFLASH_L
03 LUCARIO_BFLASH_R
04 LUCARIO_HATTACK_A
05 LUCARIO_HATTACK_B
06 LUCARIO_HATTACK_C
07 LUCARIO_HADOUDAN
08 LUCARIO_HADOUDAN_MAX_L
09 LUCARIO_HADOUDAN_MAX_R
0A LUCARIO_SINSOKU
0B LUCARIO_HAKKEI_NEAR
0C LUCARIO_HAKKEI_FAR
0D LUCARIO_KAGEBUNSHIN
0E LUCARIO_KAGEBUNSHIN_SPLIT
0F LUCARIO_KAGEBUNSHIN_APPEAR
10 LUCARIO_HADOUDAN_TAIL
11 LUCARIO_AURA
12 LUCARIO_HAKKEI
File #?
01 IKE_SWORD
02 IKE_HUNKA_HOLD
03 IKE_HUNKA
04 IKE_HUNKA_MAX
05 IKE_IAIGIRI
06 IKE_COUNTER
07 IKE_ENTRY
08 IKE_APPEAL_LW
09 IKE_HUNKA_SPIN
File #?
01 ROBOT_FOOTMARK
02 ROBOT_NOZZLE_LOOP
03 ROBOT_NOZZLE_END
04 ROBOT_JUMP_JET
05 ROBOT_ATK_JET
06 ROBOT_ATK_N_JET
07 ROBOT_ATK_LW_JET
08 ROBOT_EYE_FLASH
09 ROBOT_ATTACK_S4S
0A ROBOT_ROBOBURNER
0B ROBOT_ROBOBEAM
0C ROBOT_LAMP_S
0D ROBOT_LAMP_M
0E ROBOT_LAMP_L
0F FINROBOT_MAIN
10 FINROBOT_ENDFINROBOT_MAIN2
11 FINROBOT_MAIN3
12 ROBOT_ARMSPINROBOT_ARMSPIN_01
13 ROBOT_ARMSPIN_02
14 ROBOT_ARMSPIN_03
15 ROBOT_ARMSPIN_04
16 ROBOT_ARMSPIN_05
17 ROBOT_ARMSPIN_06
File #26
01 PURIN_UTAU
02 PURIN_KOROGARU
03 PURIN_APPEAL_LW
File #?
01 TOONLINK_SWORD
02 TOONLINK_ARROW_MAX
03 TOONLINK_BOOMERANG
04 TOONLINK_BOOMERANG_T
05 TOONLINK_KAITEN_S
06 TOONLINK_KAITEN_AIR_S
07 TOONLINK_BOMB
08 TOONLINK_BOMB_SPARK
09 TOONLINK_ENTRY
File #?
01 WOLF_REF_FLASH
02 WOLF_REF_START
03 WOLF_REF_LOOP
04 WOLF_BLASTER_BULLET
05 WOLF_BLASTER_SHOT
06 WOLF_REF_REF
07 WOLF_SCRATCH
08 WOLF_SLASH
09 WOLF_SHOOT
File #?
01 SNAKE_ATK_S4S
02 SNAKE_ATK_HI4
03 SNAKE_MORTER_SMOKE
04 SNAKE_ATK_LW4_S
05 SNAKE_ATK_LW4_H
06 SNAKE_ATK_LW4
07 SNAKE_ATK_LW4_BOMB
08 SNAKE_MISSILE_SMOKE
09 SNAKE_REMOTE_MISSILE
0A SNAKE_CYPHER
0B SNAKE_C4
0C SNAKE_ENTRY
0D SNAKE_ENTRY_THUNDER
0E SNAKE_R1
0F SNAKE_R2
10 SNAKE_R3
11 SNAKE_R4
12 SNAKE_R5
File #?
01 SONIC_SPINWIND
02 SONIC_PUNCHTRACE
03 SONIC_ATK_LW
04 SONIC_SPINTRACE
05 SONIC_SPINWIND_L
06 SONIC_SPINTRACE_L
07 SONIC_IDLING
08 SONIC_HOMINGTRACE
09 SONIC_GIMMCKJUMP
0A SONIC_RUNTRACE
0B SONIC_RUNTRACE_01
0C SONIC_RUNTRACE_02
0D SONIC_RUNTRACE_03
0E SONIC_RUNTRACE_04
0F SONIC_RUNTRACE_05
In my example, the ID is 00120005 since the last VBrawl GFX was 00120004.
If you got questions let me know.
This is how my example came out. Yes it's supposed to be like that.
![](http://i.imgur.com/arMcU.jpg)
Credit goes to Magus for him teaching me about adding to the EFLS file and etc. and Sdoom for his original tutorial for replacing External GFX with GFX models. I just combined the two.
Also Shadic for taking the last pic.