I'm temporarily MIA while job hunting, but I'm glad everyone can join in on the fun now. I'll read through the rest of the posts later, but like I mentioned a while ago, help will be needed to finish research and tools for everyone to use. Unless something has been released on gbatemp, the answer is currently "no" for "is it currently possible to edit *?"
Thr current 5.5.1 exploit is currently closed source, since releasing it will 100% yield a system update that patches it. Right now we really just need to force the game to load patched files thru the SD slot, by figuring out how to patch that into the game's RPX, and then load the edited RPX with the 5.5.1 ELF loader. It's easier said than done though, and I have no ETA since I'm not personally working on that.
I am still mostly doing proof of concept stuff, and handing it off for others to finish what I've started for most things. My main focus now is model stuff. I have vertex injection figured out, but I'm working on injecting vertex weights for my primary task. Mainly, my plan is to be able to take existing models in game of assist trophies, Pokémon, and other NPCs, and rig them to the bones of whoever we'd want to do a complete swap over. I'm working on Blaziken, Infernape, Garchomp, and Hydreigon to renew some of my imports from my Brawl days. I'm almost there, but there's something extra rather than just changing the bone IDs and weight ratios for each vertex.
I mainly want to have as much research finished as possible so that everyone can easily transition their experience from Brawl modding over to Smash U.
Other things I've finished are nus3bank injection, IDSP building, someone is writing a tool for music setting edits based on my research for music expansions, costume specific sound banks, costume expansion, CSS repositioning, SSS repositioning, probably some other stuff I'm forgetting.
One thing we should really look into is stage hazards and how they are operated. While all these char advances are amazing, our (Brawl) stages are still very limited in what we can do with em.
Yes, especially since one plan is to port all 3DS stages to the Wii U version, as well as cut stages from past games. We'll be fine for 1:1 collision porting at least for the 3DS stages, but we need to get hazards and animations figured out.
I wrote a script that imports new vertex coordinates exported from 3DS Max. I'm too lazy to hex edit all the time, but I do it to test little thinga before going big.
Music expansion works on the 3DS, and the 2000+ songs is possible. Costume specific sound banks, adding voice banks for Mii fighters (not outfit specific unfortunately), adding extra costumes for fighters, adding voice calls for victory screen (losers as well), a lot of stuff has been going on lately. All my audio research is relevant to both versions of Sm4sh. I'm taking a break for the week though, but if peolple wanna do vertex edits in 3DS Max of models imported with RTB's script, I can try importing them to test.
Some things I'm writing on my own. The texture thing isn't completely finished though, cause we need to handle mipmaps. Some people are already making neat textures, and I'll leave it to them to showcase it once we get them importing into the game.
Main thing though, we'll be able to handle texturing for new models now. There's someone working on model stuff, but I'll see about getting him help for it since this is high priority. I'm hoping to have an update regarding stage editing in a few weeks also, since I wanna start getting tools out to the current stage creators.
So music is the easy thing that's taken care of, we're almost done getting things ready for model textures, CSP stuff is doable now, and next on the list are stage and character model imports. A couple people are working on animation research as well, so I'm really hoping you guys will have what you need to dive into this soon.
Still just swapping ingame models for now, but we're working on importing rigged models. I made slight progress with textures, though it's still hard to do right now.
I'm assuming you've already done somethijgnlike this for the other characters?
If so, I'm surprised if I didn't hear about it. If not, good luck!
I have not done it for the others yet, but I think I understand how. It's similar to how I figured out how the game handles the music files. It'll be tedious, but I feel it'll be good to jumpstart this so people can dive in when they're ready. I'm working on getting extra costume slots to load for everyone as well.
I'm gonna attempt to have different soundbanks load depending on which costume is chosen for more characters. It'd be extremely meaningful to have this work for all the Mii fighters. Lloyd Irving, Inkling, Viridi, Heihachi, etc.
I really want to start modding Smash4, but not in it's "infancy". I think I'll wait for something more foolproof.
There's not many people doing research, or even making friendly tools to modify stuff. The music stuff will be polished on my end, but other aspects of the game need work. It's different from Brawl in most aspects of the game.