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Mewtwo2000's Stages and Tools

britipinojeff

Smash Journeyman
Joined
Apr 1, 2015
Messages
225
I have the Smash 3 HUD so I wouldn't need stock icons. All BPs are there.
does the original Smash 3 HUD work on 3.6? I thought it didn't considering stock icons are a thing. unless your using the one Kapedani made. If you are using that one then you still have to add in new stock icons when you add costume slots
 
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shikamaru12

Smash Apprentice
Joined
Aug 21, 2010
Messages
134
does the original Smash 3 HUD work on 3.6? I thought it didn't considering stock icons are a thing. unless your using the one Kapedani made. If you are using that one then you still have to add in new stock icons when you add costume slots
I have used the original one before CBLISS.
 

jackal27

Smash Journeyman
Joined
Jul 27, 2015
Messages
419
Location
Missouri
So question regarding costume expansions. Do expanded slots work properly with 3.6b stock icons? I just finished loading up my info.pac with new icons only to find that they're all over the place; some work fine, others load the last "official" icon for a character, some characters do a combination of the two depending on the slots. It's the weirdest thing.
I spent today correcting every costume's stock icons only to run into this same issue. Did you ever figure this out? Pretty much any costume slot that was added with cBliss will only load the icon of the last official PM costume. For example, I added one costume slot for Meta Knight so I could have a Galcta Knight costume. However, even though I have a stock icon correctly named and placed for Galacta Knight, he always loads Butterly Knight's (Beta Knight?) stock icon instead.

Any clues guys?
 

britipinojeff

Smash Journeyman
Joined
Apr 1, 2015
Messages
225
I spent today correcting every costume's stock icons only to run into this same issue. Did you ever figure this out? Pretty much any costume slot that was added with cBliss will only load the icon of the last official PM costume. For example, I added one costume slot for Meta Knight so I could have a Galcta Knight costume. However, even though I have a stock icon correctly named and placed for Galacta Knight, he always loads Butterly Knight's (Beta Knight?) stock icon instead.

Any clues guys?
I'm not an expert on the stock icon thing, but it has to do with the info.pac. I think you use brawlbox and go into MiscData[30] then AnmTexPat(NW4R) and then into InfStockFace_TopN__0 then expand lambert87 then Texture0. From there you need to add in new entries for the new stock icons you want to use. However, I'm not entirely sure that's all that needs to be done, but I do know the InfStockFace_TopN__0 is involved
 
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jackal27

Smash Journeyman
Joined
Jul 27, 2015
Messages
419
Location
Missouri
I'm not an expert on the stock icon thing, but it has to do with the info.pac. I think you use brawlbox and go into MiscData[30] then AnmTexPat(NW4R) and then into InfStockFace_TopN__0 then expand lambert87 then Texture0. From there you need to add in new entries for the new stock icons you want to use. However, I'm not entirely sure that's all that needs to be done, but I do know the InfStockFace_TopN__0 is involved
Thank you SO much! This was very helpful and led to me solving the problem. I'm going to add to this for anyone else looking for the solution.

Follow all of Jeffery's instructions. After expanding Texture0, right click Texture0 and choose "New Entry". Scroll down to your New Entry and rename it "InfStc.XXX" replace XXX with the number of the stock icon you want this entry to tell the game to display. If I was telling it to display Sonic's 10th costume stock icon, I'd rename it to "InfStc.470". Within the PAT0 Texture Entry on the right side of the window, put the same number under FrameIndex. For Sonic 10 I'd write "470". Then for Texture and Palette, once again write in "InfStc.XXX". So for Sonic 10 I'd put "InfStc.470". Very simple. Save when you're finished and now the game should show the correct stock icon for your expanded costume slots!
 

RomeDogg

Smash Journeyman
Joined
Mar 6, 2007
Messages
437
Location
Spearfish, SD
MewTwo2000 I cant get BrawlBox to read your stages it says "Unable to recognize input file." Also Brawl can't read the PAC files either. This makes me sad inside because I can't play on there greatness. I found some of your stages linked elsewhere or in other mods with working pac files though. The ones that don't work and I can't find alternative downloads for are the ones listed below.

HowToPlayN64
Final DestinationN64
BattlefieldN64
Mushroom Kingdom Melee
Mushroom Kingdom N64
SnagTheTrophies Melee

I got them from BrawlVault. Maybe some stages need to be updated or something? Please help and I love your work man, good shizz.
 
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RomeDogg

Smash Journeyman
Joined
Mar 6, 2007
Messages
437
Location
Spearfish, SD
Nevermind I got them to work. I think I added them wrong initial since I attempted to do so when I was new to the ASL tool.
i did however add your Ruins Cave and the moving platform only moves back and forth once at the beginning of a match then it stays out of the screen for the rest of the time. So idk what thats about. Also everyone else is running away to Smash 4 and we still dont have a Mute City Beta lol
 

Ondo

Smash Apprentice
Joined
Jun 20, 2007
Messages
160
So an issue I found - when exporting to text, for an orange costume it's outputting the color code as 10 instead of 0A. I assume gray would likewise be 11 instead of 0B, but I haven't checked that.

I haven't been able to get peach to load up costumes 13 and 14. i think it might be because the game isn't reading a fitpeachentry file for them. I put one there, but that didn't seem to work. Same thing for kirby, except that the game only freezes when he is in the same match as a person whose copy ability he needs files for like donkey kong or snake
Oh, I had this same issue recently, and found a fix - for FitPeachDark and FitPeachFake, the corresponding entries the game looks for are FitPeachEntry12 and FitPeachEntry13, not FitPeachEntryDark and FitPeachEntryFake. Same with Kirby costumes, and FitPikachuSpy files, and so on.
 

britipinojeff

Smash Journeyman
Joined
Apr 1, 2015
Messages
225
So an issue I found - when exporting to text, for an orange costume it's outputting the color code as 10 instead of 0A. I assume gray would likewise be 11 instead of 0B, but I haven't checked that.



Oh, I had this same issue recently, and found a fix - for FitPeachDark and FitPeachFake, the corresponding entries the game looks for are FitPeachEntry12 and FitPeachEntry13, not FitPeachEntryDark and FitPeachEntryFake. Same with Kirby costumes, and FitPikachuSpy files, and so on.
Oh i think i figured that out before lol, well at least I have 14 costumes and peach and the others i mentioned aren't freezing anymore at least. Sorry i didn't post saying otherwise. Thx for responding tho!
 
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