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Changing Color Effects in Melee!

dexia

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@Steelia thanx a lot, don't worry, I am using hex editor neo to edit some thing like ''Charging Smash Attacks Effects'' and ''Cosmetic Hitbox Element'' :D

y put a pink aura in mario when do a fireball in ground (B8 A4 - Pink Aura)


and in the air (B9 A4 - Dark Red Aura)


I found two same hexString so I add two diferent effects in each one
 

dexia

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Important Note - Only Normal, Slash, Coin, Darkness, and for our purposes Fire are truly cosmetic. Changing an element to or from something not cosmetic will change how the game inherently functions. I would advise sticking to only these 5 elements.


SO, IF I apply a electric effect to the fox's up smash.... will change something?? like the % of damage or the stun??​
 

dexia

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It will increase the shield stun of Upsmash by a factor of 1.5
XD. thanx for the answer

in other fact. I trie to change the firefox colour to green and this is the result:



i apply this changes... i forgot something????

EfFxData.dat (FILE SHARED BETWEEN FOX AND FALCO. CHANGES IN THIS FILE AFFECT BOTH CHARACTERS)

CF ## format:

125 - CF 00 FF FF FF FF AD DF 00 2A A3 EE (Shine Sparkles)
2EE - CF 00 FF FF FF (Trailing Fire Large Up B)
2F4 - CF 18 FF FF FF (Trailing Fire Large Up B)
324 - CF 08 FF FF FF (Trailing Fire Large Up B)
32B - CF 08 FF FF FF (Trailing Fire Large Up B)
383 - CF 00 FF F8 8F FF AD DF 00 FF A9 07 (Trailing Fire Small Up B)
393 - CF 00 FF 71 11 FF AD DF 00 91 07 0B (Trailing Fire Small Up B)
3A3 - CF 00 FF FD EE FF AD DF 00 FF EF 05 (Trailing Fire Small Up B)
3B3 - CF 00 FF 76 14 FF AD DF 00 FF 94 19 (Trailing Fire Small Up B)
3C4 - CF 08 FA 91 19 00 AD DF 08 87 05 0B (Trailing Fire Small Up B)
43A - CF 00 FF 29 0C FF AD DF 00 FF FF 82 (Square Dots Up B)
44A - CF 00 FF FF 6E FF AD DF 00 FF 0C 14 (Square Dots Up B)
4A9 - CF 00 7F 7F 7F B4 AD DF 00 0C 05 C1 (Trailing Smoke Over B)
5AF - CF 00 FF FF FF 64 AD DF 00 86 0A FA (Lines Coming Off Up B Charge)
52E - CF 00 FF FF FF (Trailing Fire Big Up B)
536 - CF 18 FF FF FF (Trailing Fire Big Up B)

070707 format:

1A500 - 04 FF E5 4C 00 FF 33 00 (Lens Flare of Up B in motion)
1B450 - 04 FF FF CC 00 FF 7F 00 (1 Fire Ring for Up B)
1B520 - 04 FF FF 00 00 FF 33 00 (1 Fire Ring for Up B)
 

Steelia

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@Lanceinthepants,
in regards to the cosmetic hitboxes... when I was browsing through moves (searching for Bowser's fair), I noticed some values like "80" in the 18th byte. Those end in a 0, which your guide says to keep an eye out for, but I'm guessing it's still incorrect if it doesn't match up with the current list of elemental values like 00 (normal) or 30 (disabled)?

Just wanted to be sure. (=

Ah... and also, on post 2 for Link and Doc:

Link
35E0 - FF 00 00 FF FF 00 FF FF FF (Sword Swing)


*Link's original one had "80 80" but they're actually "FF FF"

Doc
19CA0 - FF FF FF FF FF FF FF FF 33 33 33 FF 3F 80 00 00 (Back of the Cape... FYI Front is a texture)


*Those values are more of an overlay for Doc's cape, which requires the texture to be changed too, like Mario. :)
 

Lanceinthepants

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If the 18th byte is 80 that is the same as it being 00 because the first bit is shared between 2 attributes. Check out magus's guide, it is far more in depth.

:phone:
 

Steelia

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So I was poking around in more of those cosmetic hitbox stuff... and I noticed that grabs seem to function differently from regular moves? I couldn't find how to change, say, Pichu's uthrow from electric to fire. It says in Master Hand that the cosmetic element is "Electric," but doesn't show me where exactly I can change that.
 

Steelia

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^ Thanks alot for that (=


Now here's something a little different...


Mushroom Kingdom II (GrI2.dat)

Random Offsets:

328 - 94 B6 FF FF (background sky color)
 

odinNJ

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if one were to change roys fire effects to darkness would it affect gameplay at all? if not can someone do it?
 

VietGeek

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Sure it would affect gameplay. Darkness effect makes **** hard to see. :054:

But nah, it wouldn't really affect gameplay, but I don't think there are graphic equivalents of fire "puffs" on things like Blazer for dark moves. Not to mention the explosion on fully-charged Flare Blade.
 

Morin0

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I thought I read somewhere that the different effects causes the attack to do more damage or hitstun or SOMETHING like that. I hope I'm wrong. 'Cause that would suck.

For example, if you gave Falcon an electric effect on his f-smash, it does more damage or it changes knockback/hitstun etc.
 

odinNJ

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Sure it would affect gameplay. Darkness effect makes **** hard to see. :054:

But nah, it wouldn't really affect gameplay, but I don't think there are graphic equivalents of fire "puffs" on things like Blazer for dark moves. Not to mention the explosion on fully-charged Flare Blade.
i meant that like when the flare blade ligths someone on fire if instead it could apply darkness
 

VietGeek

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Oh yeah, that's really easy to do.

And electricity applies more hitlag, affecting how one responds to a move on shield, amplifies SDI/DI time, and delays a crouch-canceler's free action.
 

Morin0

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Oh yeah, that's really easy to do.

And electricity applies more hitlag, affecting how one responds to a move on shield, amplifies SDI/DI time, and delays a crouch-canceler's free action.
Ah, that sucks =(

So does this apply to all attacks? For example, Roy's up-b was changed to have an electric effect. Would what you said apply here too? I'm trying to find out if this applies to attacks that don't have an effect in the first place, or if it also applies to attacks that already have an effect such as Ganondorf's down+b.
 

odinNJ

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this would also means that if someone were to make an mbison texture for falcon and apply the darkness to falcon my entire year would be made.

why not dorf?
dorf is to slow to be bison, bison is known for being fast

also, if someone could hack roy's file to make all of his moves do fire. i would love you forever
 

VietGeek

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Ah, that sucks =(

So does this apply to all attacks? For example, Roy's up-b was changed to have an electric effect. Would what you said apply here too? I'm trying to find out if this applies to attacks that don't have an effect in the first place, or if it also applies to attacks that already have an effect such as Ganondorf's down+b.
It applies to any hitbox that carries it. So the answer is yes to your first question.

But if his moves aren't fire, he can't break people out of ice immediately!
Ice Car.
 

Steelia

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odinNJ

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I love you so much, doid you just do this now, if so you are the greatest bro ever.

this incredible, however, the fire is purely comsetic correct.
it has 0 and i mean ABSOLUTELY 0 effect on gameplay?
 

Steelia

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^ Haha, I made that... yesterday I think. It's something I've been wanting to do for a while. :p
Not sure what to do with Marth's tippers, though...

And yeah, it has no effect on gameplay. Fire, darkness, coin, slash, and "normal" hits don't do anything gameplay-wise. Damage % isn't altered, either; damage has set numbers in the file, and they remain that way unless changed intentionally. :)
 

odinNJ

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dont give marth anything, hes not our boy. anyways, this is the most legit thing ever, if you ever need a melee related favor, im your guy
 

odinNJ

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^^like anyone gets stuck in ice that long, also who would have a roy/ ICs team.
 

Steelia

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OK... I'm stumped.
I was browsing around through moves, writing down nairs and such, and I came across Kirby... In the Master Hand program, it says his base damage is "12", but in-game it only takes 10 . . . and when I try to edit the base damage, it doesn't work. The base knockback can be messed with, but the base damage isn't touched. What gives?


PlKb.dat

00008890

2C 00 20 0C 05 14 00 00 01 FF 00 00 B4 94 00 13 05 00 00 87


If anyone's got any ideas, it'd be greatly appreciated. (=
 

SypherPhoenix

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If you look at the data just after the hitbox, you can see a bunch of async timers, each followed by [30 00 00 xx] with xx being the damage that Kirby's nair does at different times. The first timer is set to 8 frames, two frames before the nair comes out, so the damage dictated by the hitbox information is never seen.


Code:
NTSC 1.02 PlKb.dat
0x8890

[COLOR="DarkOrange"]2C 00 20 0C 05 14 00 00 01 FF 00 00 B4 94 00 13 
05 00 00 87[/COLOR] 44 0C 00 00 00 02 22 EA 00 00 7F 40 
AC 02 00 00 [COLOR="DeepSkyBlue"]08 00 00 08[/COLOR] [COLOR="Red"]30 00 00 0A[/COLOR] [COLOR="DeepSkyBlue"]08 00 00 12[/COLOR] 
[COLOR="Red"]30 00 00 08[/COLOR] [COLOR="DeepSkyBlue"]08 00 00 1E[/COLOR] [COLOR="Red"]30 00 00 06[/COLOR] 04 00 00 05 
40 00 00 00
Orange is the hitbox
Blue is the asynchronous timer
Red is the damage-changing command
 

Steelia

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If you look at the data just after the hitbox, you can see a bunch of async timers, each followed by [30 00 00 xx] with xx being the damage that Kirby's nair does at different times. The first timer is set to 8 frames, two frames before the nair comes out, so the damage dictated by the hitbox information is never seen.

Orange is the hitbox
Blue is the asynchronous timer
Red is the damage-changing command
haha, thanks, that clears up a little bit.

But now for the other puffball... Following this example, I tried out a few things, but all I've gotten are dead ends. Her charged B move takes 18, but I can't find a "12" in the hex, nor add on anything to the B move %. I'm probably overlooking something simple . . .

Code:
PlPr.dat (NTSC 1.02)

00003c30

[COLOR="DarkGreen"]2C 00 00 0A 01 F4 00 00 05 78 00 00 0A 1E 00 13
0F 00 01 0B[/COLOR] [COLOR="Green"]2C 80 00 0A 02 BC 00 00 05 78 FC 18
0A 1E 00 13 0F 00 01 0B[/COLOR] [COLOR="SeaGreen"]2D 00 00 0A 02 BC 00 00
05 78 03 E8 0A 1E 00 13 0F 00 01 0B[/COLOR] [COLOR="Red"]38 00 00 04[/COLOR]
[COLOR="DarkOrange"]38 00 00 08 [/COLOR]
The green stuff is the hitbox . . . The red/orange colored bits were what I was messing around with, but anytime I change the numbers at the end (38 00 00 08 to 38 00 00 09), the charged B only hits for 10 instead of 18. whot
ah, and I think the hex I posted is only for one side, Left or Right, I think it was the left.
 

phish-it

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B moves function a somewhat differently than A attacks. Because Jigglypuff's B is a 'charge' attack there is likely another modifier for the increase in damage the longer you charge for.

This data is usually located right after the characters attributes and isn't visible within the Masterhand program.
 

SypherPhoenix

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Ah...this is what happens when I decide to answer 'later', sorry it's taken so long.


As phish-it said, B-moves often have additional complexities controlled by values earlier in the file, so changing the damage on the hitbox for a move that can be charged isn't always going to translate well or even linearly.

Jigglypuff values aren't documented for Melee, but the page for Brawl is here:
http://opensa.dantarion.com/wiki/Article_Floating_Points
(Melee page here)



There are a lot of identical values between Melee and Brawl and values are typically written in the same order. Keep in mind that nearly all values are written in 32-bit float and must be converted.

Converter here:
http://www6.uniovi.es/~antonio/uned/ieee754/IEEE-754.html
At the bottom of the page is a link to the inverse conversion.



If you end up doing any sort of experimentation, be sure to document your findings with the Melee wiki page I linked above!







Ah, another thing, it's important to understand that the damage-changing command in Kirby's nair is defined by the fact that the 4-byte string starts with 30, so if 38 is the opening byte it means that it is an entirely different command that does something else.
 

SypherPhoenix

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Found out some more stuff about the "RBGY" format...

First of all, the colors are 16-bit. This means that there are only 31 possible brightness increments for any of the 3 primary colors (RGB). I'm sure most of you are used to working with 255 possible increments, and you simply have to divide by 8 and round down to get the 16-bit equivalent.

Black is x8000, and that's where we're going to be working from.


For every brightness increment of blue, you simply have to add 1 (hex) to the base (x8000), with the maximum being 80 1F.

For each increment in red, you add x0400, the maximum being FC 00.

For green, add x0020, with a maximum of 83 E0.

Using this information you can convert any typical RGB values for use:


Red = (R/8), round down, multiply by 1024 -> convert to hex
Green = (G/8), round down, multiply by 32 -> convert to hex
Blue = (B/8), round down -> convert to hex

Add all the values together, add x8000, and that's your RGBY value.


I'm not sure what the 8000 controls, it might be transparency.




I bet this color stuff is actually really well documented and I just wasted a bunch of time testing and writing this up. :yeahboi:



----------------------------------------------------------
----------------------------------------------------------



To give an example, let's try and find the RGBY equivalent of everyone's favorite color, Magus Purple.



R: 186
G: 176
B: 255

Convert the colors into 16-bit...

186 ÷ 8 = 23.25
176 ÷ 8 = 22
255 ÷ 8 = 31.875

We always round fractions down, so here's our 16-bit result:

R: 23
G: 22
B: 31

Now we need to multiply.

R: 23 × 1024 = 23552
G: 22 × 32 = 704
B: 31

Convert to hex...

R: 23552 → 5C00
G: 704 → 2C0
B: 31 → 1F

Add them together, and add x8000 to get the final value.

x5EDF + x8000 = xDEDF



Keep in mind that you do lose color information by converting to 16-bit. This loss isn't really noticable unless you're working with a gradient, though. Here is Magus purple along with its 16-bit counterpart:



Magus purple is on the left side, the 16-bit color is on the right. Not too big of a difference.
 

Sixth-Sense

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San Francisco, Venezuela (not the famous one)
could anyone tell me how marths sword tail color works? (the second color) i tried using the RR GG BB color format, doesn't work, and i tried the RG BY value list, doesn't work either, so i've jsut been inputing random letters or numbers and so far all i got is blue, white, purple and pink, does anybody know Black or red or anything else?
 
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