Most characters have been edited, remade, or added to.
All characters have everything they need to fit in with the original brawl cast (including CSPs, SFX, etc...) with the exception of WIP characters.
Original Brawl cast remains untouched.
"Combo Characters" now allow for more than one character per icon, giving some movesets different variations, while others are completely different movesets.
Turbo Mode added from Project M(over Curry Mode)
All-Star Versus added from Project M(Over Angled Camera mode)
Stamina mode can now go up to 990 max Stamina.
Several 1-Player modes are fully working with clone characters (still being worked on)
All stages have proper music.
Roster: This is the current roster -- (Note the pictures used in the image are not the in game icons or portraits. This is just meant to show who's included).
Characters are ALWAYS being added/edited. The characters on the bottom are combo characters, meaning they share an icon with another character.
Including Zelda/Sheik, Samus/ZSS, and the three Pokemon, there are currently 103 characters included in Brawl4All and counting.
**Any suggestions regarding movesets are welcome!**
Most Recent Updates:
Doubled number of stages. Here is what the the two stage selection screen looks like now:
Geno has been added.
Future Plans:
Currently the team is working on:
Working on Galactaknight
Working on Piccolo
Combining Link and Dark Link into one slot
Things that will be worked on in the future (that I'll reveal for now ):
REMEMBER, for 4GB users, to change the stages, press X and Y on the Gamecube controller or - and A on the Wii-mote.
NOTE!!!!! The patch is named Kirby. Open the .rar and replace the Kirby folder in the build in both RSBE and RSB4 with the folder in the .rar. Go to Private>Wii>App>RSBE(And then RSB4)>Pf>Fighter>and replace the Kirby folder. Part 2 is the Code patch. Take the RSBE01 and put it in the codes folder right inside the 4GB rar. Replace the old one and you won't have random freezes. All-Star mode will not work however.
The following things are miscellaneous desires I have for PSAs, levels, and other things. The items listed below are all wishlists in that I can not personally do these things with my current knowledge/resources. There is no commitment to doing these, I never hound anyone for anything, but if you'd like to help me achieve my vision and make this pack the best it can be then take a look through the listings and pm me or talk about it here.
PSA attacks:
-Sora's down B reflect needs a graphical indicator. I don't know what would work best as I don't have a list of the common gfx present to know, but if I had that I could do it myself. Or someone could do it. Either or.
-Pink Pikmin model. We need one for an Attack Louie will use in the combo character psa. It doesn't need to be perfect, or even from a game, just enough to know what it is. Here's a picture for reference:
[imghttp://img4.wikia.nocookie.net/__cb20130602192359/pikmin/images/1/16/WingedPikminHD.png[/img]http://http://Essentially a white Pikmin colored Pink with a 3 times as wide a head as a white Pikmin, and purple/blue eyes with little wings on the back.
-Louie is lacking a glow on top of his antenna. We need someone to edit either the model or PSA to achieve a glowing blue ball at the end of his antenna. As close to Olimar's as possible. This is a hot list as it really bothers me
Stages:
-There is a stage I've put in my build a few times but I always ends up taking it out. It's a Pirate ship from Castlevania and I have the level on my computer for safe keeping. I just want the banister removed along the edge as it block the player's view of the character. I get that it looks cool, but it cripples gameplay, which is a shame because the level is beautiful. Let me know if you can remove just that piece and I'll send you the files.
PSA Credits (Will be updated before February 7th release)
I'm amazed that some of you thought I was done with the project... definitely not done. Not by a long shot. In fact, since I know how boring it's been on the thread, I'd like to share with you all what myself and Itman have been working on. I need to do this more as it's probably annoying that I occasionally release the latest build and then just sort of fall off the face of the Earth. So I'll try to show more pictures of what we've got going on in the future, and if I for whatever reason don't, reminding me won't be annoying. I sometimes forget that people actually care about the things we're working on as we're working on them.
But moving on... what's been going on?
I've fixed some more issues with characters, little balances here and there. I'm actually pretty happy with most of the characters (keyword "most") since I feel the edits that the team has done, along with the edits that people have sent me, have all around made for an awesome roster. Some things that come to mind are Knuckle Joe using a Ness module, which means he'll be able to charge his smashes properly, Spiderman's web can now can now be interrupted once the hitbox connects, etc etc little damage edits, speed frame modifiers here and there, that sort of thing
But the biggest things may just be:
Kirby/Fighter Kirby Combo character and Geno!
There they are in the game, on the CSS, making it a nice box!
Geno has been finished. He retains most of his moves from the PSA and is a joy to play I've played him so much recently, and I can tell you that he's definitely one of my favorites (Yes I have favorites among my selection of PSAs )
And here we have Fighter Kirby:
As with the previous combo characters, NONE of the original character's attacks, attributes, really ANYTHING has been changed. So both Kirbys exist on the same slot and can be switched through and through like costumes
He's also very fun to play, he's much more aggressive than Kirby, but easily punishable, so be careful out there.
I did say "But the biggest things may just be" Keyword "-things-"
That's because in addition to these new characters joining the roster, I've hard at work setting up these:
But how many levels? Using Don Jon's Dual roster code, we were able to basically duplicate the RSBE folder, so that now, because there's dual RSBEs, there are two sets of stages. There is more that can be done with the code, but I want the characters and the costumes on both RSBEs to be the same. But we're looking into other fun ways to do it, and I'll have a poll up in a few days asking a new question regarding the possibilities of the code.
The toughest part was making the stages organized on one Selmap and the other, since I'm trying to keep them in order, while also putting them over proper stages and portable stages, while also trying to put stages in places where they won't require too much track replacing, etc etc etc etc etc. This is the 95% mark for this. Right now the only 2 stages that don't have a proper replacement are Hanenbow (sp?) and Smashville, though I'm looking into it. That means 156 stages are selectable, with the first 2 pages being for Brawl, Melee, 64, and a few misc stages, and the last 2 pages being reserved for brand new stages submitted to the vault. All of them have been tested, the music was tested etc etc, basically this process was tough since the amount of things that can go wrong here is enormous... which is why it's been so long. In the future, if a level expansion from PW is available, then that will probably be used instead of this code, OR along with this code depending on the capabilities. And in the future is the code is modified for a 3rd set of stages, then I'll have to upgrade my card to a new one
I'll give instructions on how to use the code properly in the next release, but cards are a good segway into another topic...
Obviously, with the amount of stages and music I packed into this, this build will only be available on a 4 GB card I now not everyone is happy about that, but really there isn't a way for me to make this work on a 2 GB card unless I didn't use new music or cosmetics... so options are limited. I'm also reviewing the poll and I can see that there is a good lot of you that still use 2 GB cards.
Because of this, I will give the 2 GB version of the pack "life support". IT will have the levels is currently has now, but it will be updated with roster additions over time, just as the new 4 GB one will be.
I will keep the 2 GB card on life support for a while longer... but the meat of what I will work on will be utilizing the extra space in the 4 GB card, and perhaps in the future it'll even be a bigger card. Just keep that in mind.
Obviously by now I've updated the Clone Engine used in the build thanks to PhantomWings and his recent updates.
And other than that, that's about all I've got. Before the next release I'd like to:
Finish up a few more level related issues. Get another character in. Look into getting All-Star multiplayer to work.
And a few secret things here and there
We've also got a new member to the team, give a round of applause to BrawlBoy22 He's helping me out with a few things right now that shall remain secret (unless he'd rather talk about them ). He's been a great person to work with, so hopefully we'll have more interesting content coming in bigger loads now that the primary team has increased.
That's all folks!
Just know that it's coming. This update won't have as many characters, but it will have edits that make characters play more smoothly (I'll keep those secret) and it will start a foundation in which we have 156-8 levels to play on
So stay tuned, keep talking to me, pming me, whatever you gotta do.
Release date for all of this? N/A. It's safer that way. But it's coming. And it might be worth getting your hands dirty with a 4GB card and PM's loader. I'm just saying
Hello, I am a new user who has recently downloaded this hack pack. I use USB Loader GX and I have a 2GB SD card. When I click on the "BRAWL" button in the "X GROUP" menu, the game suddenly freezes. Please help