Well, in other news, I tried out your beta. When I click 'save', it goes 'open' instead. Is that normal?

I got a decent sample size at this point, I think I am good on that field.I've been wondering..
when dt repacking is eventually figured out, what could be done to essentially have the game 'give' me 3000 normally-generated pieces of equipment for testing purposes?? that'd probably require messing with the data for modes and, in particular, changing classic's "custom x[0-5]" to actually give 3000 pieces of 'stuff' in one go, but I'm not sure how someone would go about doing that.
http://prntscr.com/907jul the only hings in dt that pertain to equipment
I used the wrong method, it should still save though.Well, in other news, I tried out your beta. When I click 'save', it goes 'open' instead. Is that normal?

Do you have a mac?I tried a different SD card, still got the same error message. I would really like to know why the save isn't copying... too bad I can't get a response in the actual thread for the save manager.

Is there any chance that you are talking about info in here? Or is this stuff in the romfs?I have a little thing in progress on the equipment_param equipment layout.
AA 08 00 00 00 BB [NAME] 50 00 00 00 CC 05 [00 00 00 if Pos(itive effect), FF FF FF if Neg(ative effect)] DD 50 00 00 00
the following is a list of each effect with the variables in each order:
AA = byte that is used to refer to this effect
BB = unknown; i get a very slight feeling that this may have at least a little to do with the cheat flag thing. Compare what you've already got with the values.
CC = unknown; though this incomplete list only has 02, i've noticed that there are places where it's not 02, so yeah.
DD = amount effect effects # for pos\neg, i think. If it's a negative effect, it starts counting down from FF rather than up from 00. Good to know where this is so I can make the RNG do some broken stuff!
Pos\Neg = self explanatory. see template above
[NAME] = equipment name in the code
(NAME) = equipment name in gameplay
00, 0A, 02, 19, Pos, RunSpeedUp (Sprinter)
01, 0C, 02, E2, Neg, RunSpeedDown (Stroller)
02, 0A, 02, 19, Pos, AirSpeedUp (Glider)
03, 0C, 02, DA, Neg, AirSpeedDown (Antiglide)
04, 06, 02, 22, Pos, JumpUp (Leaper)
05, 08, 02, DC, Neg, JumpDown (Antileap)
Straight out of the .romfs, specifically in the dt file; when extracted, (dt folder)\param\equipment\equipment_param.bin.Is there any chance that you are talking about info in here? Or is this stuff in the romfs?

DS_Store is a stupid thing Mac adds to a bunch of places, it breaks a lot of things.How ever did you know?

I do not know how they get added, but I know that it is during some sort of file io. Try a FTP client and FTPBrony, that should prevent the DS_Store junk. I use FileZilla myself.Hm. I formatted my card to be FAT32... maybe I have to format it on a windows computer? Or is the DS_Store being added when I copy the files over?
00, 0A, 02, 19, Pos, RunSpeedUp
01, 0C, 02, E2, Neg, RunSpeedDown
02, 0A, 02, 19, Pos, AirSpeedUp
03, 0C, 02, DA, Neg, AirSpeedDown
04, 06, 02, 22, Pos, JumpUp
05, 08, 02, DC, Neg, JumpDown
06, 06, 02, 22, Pos, Skater
07, 0C, 02, 1B, Pos, GroundJumpUp
08, 0E, 02, DD, Neg, GroundJumpDown
09, 09, 02, 22, Pos, AirJumpUp
0A, 0B, 02, D5, Neg, AirJumpDown
0B, 09, 02, 13, Pos, LightJump
0C, 09, 02, D5, Neg, HeavyJump
0D, 0B, 02, 0C, Pos, WalkSpeedUp
0E, 0D, 02, F8, Neg, WalkSpeedDown
0F, 11, 02, 0A, Pos, CliffCatchFrameUp
10, 13, 02, FB, Neg, CliffCatchFrameDown
11, 0E, 02, 1B, Pos, EasyCliffCatch
12, 0E, 02, E0, Neg, HardCliffCatch
13, 07, 02, 05, Pos, BrakeUp
14, 0C, 01, 28, Pos, EasyJustGurd
15, 12, 01, DD, Neg, ImpossibleJustGurd
16, 0C, 01, 15, Pos, ShieldHealUp
17, 0E, 01, EA, Neg, ShieldHealDown
18, 0C, 01, 1B, Pos, AirDefenseUp
19, 0E, 01, DA, Neg, AirDefenseDown
1A, 0A, 01, 16, Pos, EasyEscape
1B, 0A, 01, DF, Neg, HardEscape
1C, 10, 01, 21, Pos, LandingFrameDown
1D, 0E, 01, DC, Neg, LandingFrameUp
1E, 0A, 00, 1C, Pos, QuickSmash
I noticed everything with an '02' has to do with movement speeds, '01, has to do with defense, and 00 will probably have to do with attacking. I kinda wonder - does it match up to the equipment types? 02 being speed, 01 being defense, 00 being attack?
I do not know how they get added, but I know that it is during some sort of file io. Try a FTP client and FTPBrony, that should prevent the DS_Store junk. I use FileZilla myself.
If we could hack the modifiers on equipment, say, how much of a gravity increase anchor jump has, that would be my dream.

Then if the multiplayer is done like it is on the Wii U version and on Splatoon, it would work just fine for people without edited equipment effects.If I had the skill and someone had already created some sort of second coming of PM, my goal would be to make 'balanced equipment'. Like, a thing with sliders or something that lets you scale how you want your character's ratio of A:S laid out.
it'd be fucking hilarious, albeit nobody would ever use it but the occasional semicasual like me.
imagine 60A -30D -30S PM bowser dittos..
F s m a s h e s . . .
Then if the multiplayer is done like it is on the Wii U version and on Splatoon, it would work just fine for people without edited equipment effects.

From what I can tell, the code limits it to 200. I have a +1000 brawn badge, when the total stats are shown it is capped at 200.that could be Equip+.
Then I could make Equip-, which removes the limits for both the amount of equipment you can have on a character (or ups it to like 5 or 10 or smthn) and increases the max to an insane amount like in Smash Run.
Real talk, you would TOTALLY take the opportunity to play as 1000A DK.
From what I can tell, the code limits it to 200. I have a +1000 brawn badge, when the total stats are shown it is capped at 200.
I've been messing with equipment since day once, basically questing after your "second coming" P:M. I've theorized that a -60A, 0D, +55 build at 1.1x knockback with Anchor Jump, Smooth Lander and Glider/Sprinter is the most optimal build. That's what I'm trying to make.