(it looks like someone already
spotted me...)
Hey guys. Happy New Years!
Unfortunately, I don't have any big updates or projects for the BrawlEx anniversary. That being said, I figured I'd at least make good on that version 2.0.0.0 Clone Engine that I created and then promptly left incomplete back in May. Version 2.0.0.0 is up in the downloads section of the main page as well as a small update to the BrawlEx Config Tool to handle the version 2 config files.
I managed to get it tested on consoles this time and it seems to be pretty stable. However, I wasn't able to replicate the 4-player crash bug that was reported so it may have been related to the Final Smash loading bug which has since been fixed. As for the Target Smash bug, it seems to stem from overriding Cosmitic 2C (Targets) using an elevated Cosmetic Config file. I'm not sure what changed between v1.1.4.0 and v2.0.0.0 that caused this bug to manifest itself, but for now, it would be best to avoid replacing that particular cosmetic.
Finally, there is one last bug which I was not able to isolate. I only noticed this with your pack Nebulon as you seem to have made some changes to how certain character's graphical effects are loaded and used. Testing your pack with v2.0.0.0, I noticed that the change between the two versions caused Mario's Final Smash effect to not load or show properly. Moreover, removing the custom moveset from his slot fixed the behaviour. I'd like to emphasize that this is a separate bug from the previous bug mentioned which was specific to ExCharacters. I don't know much more details than that but I just thought I'd give you a heads up for when it comes to integrating the new version.
I've also gone an added some new ExModules for Dedede, Diddy Kong, Ness, Bowser, Giga Bowser, Samus, and Zerosuit Samus. Bowser, Giga Bowser, Samus and Zerosuit Samus also have alone variants which allow them to be used without their partner character. Transforming clone characters require a bit of extra work to get setup, so if you need directions, just ask.
On that note, it looks like I have a lot of catching up to do. I'd like to apologize for keeping everyone waiting on the next version for so long. Thanks for waiting up for me. I don't plan on disappearing anytime soon, so if there's anything I need to be caught up on or any questions that need to be answered, I'll be here to answer them.
Does the per-color final smash only works for Sonic & Pokemon Trainer?
By looking at what files it will load in the new BrawlEx Config Utility I'm thinking it only works for these two (maybe it could work for other character if you edited the final smash)
And if it that's the case how can I add more colors for Giga Bowser?
The per-color final smash feature simply splits the Fit<Character>Final.pac resource into color based Fit<Character>FinalXX.pac resources. This works for any character and allows a separate resource file to be loaded for each character color. For example, you could take the mods for Red, Blue, and Green Triforce Slash and assign each one to Red, Blue, and Green Link.
Giga Bowser (
as well as Wario Man) are slightly different in that they are actually loading different characters. Typically, when a character transforms, they carry their color flag over (
i.e. Red Zelda will transform into Red Sheik). However, both Giga Bowser and Wario Man have been configured to only have one available color - FitGKoopa00.pac and WarioMan00.pac. Because of this configuration, even if you are playing as Red Bowser, you will still get the regular Giga Bowser. I haven't tested this personally, but if you were to configure Giga Bowser to have additional colors (
FitGKoopa01.pac FitGKoopa02.pac etc...) then he should load up the appropriate color for whichever color you're playing.