Could i simply copy some digits from another screenpack into this one that matches my requirements or that would be impossible?
Of course you can man! It's M.U.G.E.N.!
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What you want to do is very simple, all you need to do is edit the system.def and select.def in your data sub director and multiply " rows" X "columns" for total # of character slots available.
First, copy whatever lines you need from the [Select Info] in the system.def and paste it to your own system.def
Here are the most important lines and their definition:
;Character select definition
[Select Info]
fadein.time = 10
fadeout.time = 10
rows = 4 ;Horizontal lines to be use in your select screen
columns = 48 ; Vertical lines to be use in your select screen
wrapping = 1 ;1 to let cursor wrap around your character's icon (small portrait)
pos = 8,22 ;Position to draw to
showEmptyBoxes = 0
moveOverEmptyBoxes = 0
;----------------------------
cell.size = 13,13 ;x,y size of each icon cell (in pixels)
cell.spacing = 0 ;space between each icon cell
cell.bg.spr = 150,0 ;Note: Don't use animation for cells
cell.random.spr = 151,1 ;Icon for random select (don't use animation)
cell.random.switchtime = 18;Time to wait before changing to another random icon (small portrait)
;----------------------------
p1.cursor.startcell = 0,0 ;here's where the cursor for player 1 will show up
p1.cursor.active.anim = 160 ;animation for the cursor
p1.cursor.done.anim = 161 ; cursor for selected character (s)
p1.cursor.active.anim.layerno = 1
p1.cursor.move.snd = 90,0 ;sound for cursor movement
p1.cursor.done.snd = 100,3
p1.random.move.snd = 100,0 ;sound for empty icon cell
;---------------------------- same for player 2
p2.cursor.startcell = 0,47
p2.cursor.active.anim = 170
p2.cursor.done.anim = 171
p2.cursor.blink = 1 ;1 to blink p2's cursor if overlapping p1's
p2.cursor.move.snd = 90,0
p2.cursor.done.snd = 100,3
p2.random.move.snd = 100,0
;----------------------------
random.move.snd.cancel = 0;1 to have random move sound cancel itself when played repeatedly
stage.move.snd = 100,0
stage.done.snd = 100,4
cancel.snd = 100,2
portrait.offset = 0,0
portrait.scale = 1,1
title.offset = 40,20 ;Position of title (Arcade Mode, etc)
title.font = 3,0,0 ;Font of title (-1 for none)
;----------------------------
p1.face.offset = 12,178 ;Position to put big portrait
p1.face.scale = 1,1
p1.face.facing = 1
p1.face.layerno = 0
p2.face.offset = 626,178
p2.face.scale = 1,1
p2.face.facing = -1
p2.face.layerno = 0
I think you can figure out the rest...
Now, in your select.def you'll need to type "blank" for each icon (small portrait) you don't want to be drawn.
Something like this:
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
randomselect
blank
blank
blank
blank
blank
blank
blank
Hope it helps.
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