@
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might be the strongest now.
Here's the key to the city. You deserve it. :D
For a SD Remix Lite, PlCo and Kirby hats are probably most important. I don't find the stage changes incredibly important (or even feasible to code?). For menus, I think most people would find some sort of graphical change to the CSS to denote that it's SD Remix as sufficient enough.
Thanks! Yeah, I'm going to be doing the Kirby cap thing next. I'm hoping that it's being loaded from the same place as other fighter files with a unique ID. Wouldn't that be nice, then I could just leverage my existing patching code. If not... well that means a long reverse engineering process.
As far as PlCo.dat, it constantly changes position in memory. That probably means it's a pointer variable, but the problem is that even if you change the data at this location, things don't seem to change, which tells me the data from this file is loaded somewhere else to be used. I'm thinking it might be easier just to make dol mods (it would be easy for Donkey Kong's invicibility thing for instance, as it's basically just like the ledge invincibility code.
I have no idea how to change the graphics via dol. Those things are probably constantly loaded from memory, so I don't know if that's possible, unless you're talking about changing the color of stuff, like the hand cursor colors. To be honest, graphical hacking is not my forte, and I'm unlikely to be able to figure out how to do that.
I was meaning to bringing this up earlier but I should mention it now: personally I think the menus deserve some kind of modification that clearly displays the version of SD Remix being played, that, and possibly a color change. If you guys need it, I can help with the menus.
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That's pretty sweet. I think it would be pretty good to have a unique menu look for SD Remix.
As a general aside about stages in general, stage files to begin with are pretty massive. Granted, you can shrink down this massiveness by doing the same method as I'm doing with character patches, but the thing is, stage files are an order of magnitude bigger than character files, and their patch files are probably going to be an order of magnitude bigger than character patch files. There's only about 55,000 bytes to work with in the memory card save file, and the character files take up a good chunk of that, and the dol mods are going to take up another good chunk. There's just no space to do it easily. The best bet for stage patches are to hack how the game stores and retrieves SnapShots and leverage the extra space you can get from them. I think Dan was working on doing that, but before this is figured out, it's not really worth thinking about.
I guess this is a good enough opportunity to announce that I'm working on an unofficial offshoot of SD Remix called SD Remix Lite. If you remember your SAT question formats, you can think of it like 20XXTE is to 20XX as SD Remix Lite is to SD Remix. I'm going to have all of the stuff in the current save file I posted with the following planned changed:
- Fix the rumble menu by changing the location names are read from in memory (if anyone knows how to do this, please let me know to save me some time).
- Apply the PlCo.dat changes, either converting them to DOL mods or actually figuring out how PlCo.dat works in code.
- Apply patches to the Kirby Cap files.
- Default names of "SD R" "EMIX" "LITE".
- Check to see if the disc is 1.02. If it is, play announcer's "SUCCESS" sound clip. If not, play "FAILURE" sound.
- Music defaulted to on
- Rumble defaulted to off
- Tournament mode goes to debug mode (if anyone knows how to rename the menu item as a dol mod, please let me know)
- Debug mode rearranged, including credits screen and extra options that I like (banner will change color depending on which ones are on. Includes Wall Bracing, Handicap is Stock Control, Widescreen mode, Ledge Invincibility, C-Stick in 1 Player mode, Tournament Overtime). Color will depend on if none are on, all are on, or some are on.
- Stage striking enabled
- Include my Omega/Alpha toggles mod, which applies stage dol mods or loads different stages.
- I'll be including Snag the Trophies, so I'm going to also apply the "Trophies don't spawn outside of classic mode" code.
- I'm going to try and get adventure mode Icicle mountain as the omega toggle for Icicle mountain, but so that it doesn't try and switch to the nana/popo battle, and therefore crash.
- I'll probably include as many stage dol mods as I can as omega toggles.
- If someone knows how to do it, I'm going to try and make changes to the UI, whether it be changing the text or even just changing the color of various elements. I don't know how to do this, so if no one knows, I'll probably release without this.
Let me know if anybody has any information to help with any of this, as that would be greatly appreciated.