Sigh, all ye gentlemen of little faith.
As much as I'd like to dispense with the wit and just release the darn things already, that's not really possible at the moment. You need a remote debugger in order to make them load properly. Rest assured though, that these clones are exact, flawless replicas of their originals.
The problem is not really the fabled "clone
engine" - that's child's play - but the actual clones themselves. The modules - the very essence of a character - are what determine whether a moveset has or hasn't been loaded already. That means that even if you were to use multiple .pac files, you would still get only one of the movesets. Thus it is required that the modules themselves be cloned. But there's a catch: modules are very specifically designed to load and manage resources at very specific levels - just copying them isn't enough.
In ordinary cases, the modifications needed in order to make the modules function properly for any character id would be considered relatively simple. In the case of the two clones above, it was only a matter of changing 1 value for each of them at runtime using WiiRD. Even without a USB Gecko, the total sum of changes needed to be made to a module file would be within the range of 10 to 20 lines of ASM code - not a whole lot. However, module files are structured in such a way that even a slight change in the line count would require a massive amount of hex editing. I've spent the last 2 days trying to make a patched module by hand to release along with the pictures, but it was today that I finally realized the sheer scale of the job ahead of me.
If and I when complete the module editor I've been working on, then creating clones will become substantially easier. Once modules can be hacked to work generically for any id, then the rest of the clone engine like adding separate slots to the roster or changing which sound banks are used can all be done with a few simple codes.