Well a long time ago for Nebulon's pack I was able to get the Petey Piranha PSA and Gun Slinger Samus PSA (before the ZSS rel came out) working with BrawlEx by hand porting them over to a Marth moveset (no rels, actually coding them over a new PSA). I have a bunch more done that have been sitting on my computer for ages, but theoretically all PSAs can work with BrawlEx using this method. It takes a bit of time but not as long as you would think.
What PSAs are left that can't be used anyway? Nearly all of the rels are done that have good movesets based on them -- the spacies and Yoshi are the only ones I can think of, which basically leaves Goten, Kid Trunks, Scizor, T-Rex, and...Silver maybe? I finished porting T-Rex and Scizor a long time ago, I'll post them if I can find the files. But the point is, any PSA can be BrawlEx compatible.
Anyway, wow, it's been years since I've posted here and I'm glad to see the community still exists. I've found myself missing brawl modding and working on Brawl4All with Nebulon. If anyone needs any help with anything, feel free to ask me. I'm a programmer by trade and can help with anything moveset oriented/bug fixing. If there's a bug/something you want to add to a PSA that you can't do, let me know and I'll take a crack at solving it.
If you're a programmer I can mention a few ideas.
Brawlex module/misc data related (likely very difficult):
1. Find a way to load Brawlex's experimental CSS expansion from the .iso instead of the SD card. This will allow high quality CSPs, bypass sc_selcharacter.pac's size limit, and (hopefully) reduce the lag on the CSS from using the experimental CSS expansion.
2. Fix the error in Captain Falcon's experimental module that causes his Blue Falcon scene to crash.
Would anybody like to test
this Captain Falcon module on the actual console? I'm fairly certain i've fixed his crashes, but i can't test on console. Also, sorry for not being around. Been very busy with life stuff as of late..i haven't even had time to complete my work for Minus, let alone work on the Tool/Modules...anyways. Im also working on Yoshi's ExModule atm, who is also almost done, but there are a few quirks to work out still.
Although one problem has been fixed with the final smash, others remain. Interestingly, Dolphin would incorrectly not crash with Sammi Husky's modification before
Dynamic BAT was merged. See
SSBB Mod: Dolphin does not crash when real Wii does (Captain Falcon Brawlex .rel) for more information. Perhaps this indicates there are further problems with how the module interacts with the BAT registers?
3. Write a Brawlex module for any missing character. These are the stable ones
PSA related:
1. Port
Krillin over Pikachu's .sawnd file to a different file. I'd like to keep Pikachu's sounds but it's pretty annoying when Krillin shouts "Pikachu!" If you are interested in this please tell me which .sawnd file you'll choose before starting. Most of my .sawnd swaps come from Nebulon's pack but I did find some others.
2. Port Fighter Kirby over one of the Brawlex compatible modules (more Kirbies are better!)
Also, please correct me if I'm wrong but don't PSA ports of characters only work if they don't reference articles? I'm not too familiar with PSA. I think that's why some PSAs could be ported to Marth. PSA porting is fine but .rel porting should still be avoided. I think the Madara Uchiha PSA was a good example of something that doesn't work well with a .rel port. And thanks for your work with B4A!
No. The extra costumes on the default characters work fine. They have their portraits and all.
My extra characters aren't showing up on the character select screen. They showed up when I used Brawl on my Wii, but on vWii, they aren't showing up.
So the same setup is behaving differently on the Wii vs vWii? If that's true I've never heard of anything like that but I don't own a Wii U to offer further help. Sorry.