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.!
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.