We'll fill in a block silhouette as progress on a particular character is further along. When they're nearly done (aka, we are making sure everything works as it should), they'll look like Sonic does currently: partially transparent.
Thanks Shun, but I already knew that about Roy's default colors. The red sleeves look kind of awkward in this case, though.
No worries. Mainly pointing this out for the benefit of people who don't know. Xeno typically doesn't like to edit things that don't normally change colors in order to keep these looking as "official" as possible if that were such a thing.
I would suggest changing the red sleeves, using the default blue Roy's hair color(It's different than default Roy) and adjusting the darker blues towards more of an aqua.
For the record, Roy's sleeves never change color no matter what color is selected.
If you want to change the Crowd Cheer, Death SFX, and other SFX that you can't edit with PSA, you'll need to download Tabuu (OpenSA3) and a Hex Editor.
Open up any Fighter.pac in Tabuu and navigate to data/misc/SoundData. Note down the off-sets then pop open the Fighter.pac in a Hex Editor and input your new IDs over the old ones.
This is not meant to be a tutorial, just pointing folks in the right direction as Dantarion noted.
Does anyone know the file size limits for info.brres, info.pac, info_training and info_training_mg? I think I might have hit it, but I'm not sure.
info.pac is 392 KB from my experience. It's generally safer to aim for lower than 391 KB. Not sure about the other ones, but I'd imagine just try going for lower than their original size.
Essentially as different from Luigi as I could think of without it being super different from the previous version. Darker green is for easier separation from Luigi.
It's technically a model since it's using a custom model.
The sword glow is a result of us having never made a sword glow texture for FE12 Falchion. This texture would go in FitMarth.pac if it were ever to be made. I am not fluent in Sword-Glow-eese, so I don't know if it'd require more than just a texture edit.
Mark of Naga icon was from me. Unfortunately, the only way to effect the Results Screen franchise icons is with Model editing as they are all stored as models for some reason.
Shun's picture is Vergil with humpty dumpty glasses
Marth has a Dante and Vergil color texture (probably made them or got the idea)
It all makes since now, he's a fan of Devil May Cry
Edit: Loving the Wario so much. Will you be doing Roy and Mewtwo for PMBR?
Fun fact about the DLC costumes. You know those goofy little franchise icons in the top right of each card? That tells you who made it. A cookie to whoever figures out who's icon is who's.
Will we be doing Roy and Mewtwo? Let me quote Taiko:
Would you consider releasing psd files for the SSB4 Marth, by any chance? I'm trying to tweak it a bit to make it less like SSB4 and more like FE12, and psds would really help, especially for the pauldrons.
Forgot to reply to this, my bad. Sorry, but I won't be sharing the psd's for SD Marth at all.
Is it okay if I do this such as replacing movesets textures, stages, menus etc... or will it mess the hack up for example if I replace Marth with the new Lucina PSA will it not work since its project m marth and not brawl marth .
And if I change the character selection screen will it mess up as well? Thanks in advance.
Changing the character PSA's will typically have adverse affects and likely cause freezes unless the PSA you use has been made for use with Project M.
Stages should be fine to swap around.
Swapping out the menu will probably freeze the game unless the menu has been made with a Project M version. This is due to Project M having additional menu assets that Brawl menu screens do not have.