*IMPORTANT* -
Please Read
Guys,
Last night I performed an important research experiment.
The experiment was extending the file length of MnSlChr.usd by adding...well...whatever I want to the end of the file.
For anyone that doesn't know, MnSlChr.usd includes the textures for character select icons and character select portraits and all sorts of CSS stuff.
So what I did was this:
1) Pasted my long CSS code (extra chars, alt costumes, etc.) at the end of the MnSlChr.usd file.
2) Changed the beginning line of the file, which describes the file length, to appropriately accomodate the extended length to the file that I added.
The results was just as I hoped - (At the CSS) When the game loaded the contents of this file into the RAM like normal, it loaded everything I added in at the end as well.
My logic is that anytime I need the CSS code, I will be at the CSS and the contents of this file will be loaded into the RAM anyway, so why not add my code to that file instead of having it take up space in the DOL that can be used for something else?
Next, I changed the custom code at my CSS code injection point to branch to the location that it is now loaded to with the other contents of the MnSlChr.usd file, and it worked like normal. (So this is actually testing that branching into the code I added in that file actually works).
I didn't seem like there was any problem at all with adding stuff to the end of that file and the game was totally okay with it and accounts for the extended space used with anything loaded afterward.
(I still need to test on Wii, though, and will need to see if there is any sort of limitation on how much I could add to this file).
Flippin' fantastic!
WHAT THIS MEANS FOR ME (& YOU):
Lots. So much.
Directly: With having the CSS code in the MnSlChr.usd file, ~1300 more free code lines in the DOL to be used for other codes or debug menu options.
Future: Because the CSS is always the first thing the game boots to, I could do something like adding tons of other codes to the end of the file (ones executed outside of the CSS) and then write a simple code that gets executed on the CSS to copy these codes to the end of the RAM at a location that the game probably never hits. So then they will be there for me to use outside of the CSS.
....basically, an innumerable amount of code lines now available for use!
Because I no longer have to worry about the CSS code length, alt costumes for every character costume can definitely happen!
Another thing I should be able to do is add more CSPs to the end of the MnSlChr.usd file that could be pointed to when alt costumes are selected!
This just really opens up a new world of possibilities.
Other
Since the release of 3.0, I really haven't done much new coding (to my normal standards). My girlfriend is under the "assumption" that I care more about coding than her, which doesn't bode well for our relationship. So I've been limiting my coding time for the past two weeks and doing more chores around the apartment to show her that is not true. Women are infinitely complicated...
What I have done though:
1) Disable CPU taunting
2) Added a debug menu option for custom shield colors (love this one!)
3) Character Mod: DK - always full punch
Will be doing soon:
4) Character Mod: Peach - Always Pull XX (turnips)
I'll be releasing this update after I add the last two to the debug menu.
View attachment 27499
I just can't get enough of this project. This will be the game we all deserve after years of dedication!
I just wish it were my full time job. Imagine what I could get accomplished if I had 8+ hours to spend on it everyday, had a stream, could make tons of coding tutorial videos, extensive work on CPU AI.... Could the Melee community donate enough money to get me a good, yearly salary? Would #freeAchilles ever work??? (this paragraphy is a joke...kind of).