• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Changing Color Effects in Melee!

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Guide to Changing Color Effects in Melee!

Hey everybody! For a long time, changing the colors of different effects has been knowledge sought after by a lot of people. Many people probably cracked the formats far earlier then I (nube and matoooya) and I had some direct help (Mr. H) and some indirect help (Steelia, Zyx, many many others), so I decided to create a comprehensive guide about everything I have found. The guide may look long-winded, especially for experienced melee hackers, but I am prioritizing user friendliness. I want everyone to be able to create a melee ISO with changes very specific to them.

Programs Needed:
1. Hex Editor (I use HxD)
2. GCTool/GCRebuilder (to import/export dat files)
3. Dolphin (to look at your altered ISO)

Knowledge Needed:
1. Basic use of the programs above
2. RR BB GG color format

All the programs and the knowledge needed above can be found in Melee, Hacks, and You!: http://www.smashboards.com/showpost.php?p=8256444&postcount=1
Also you can play around with RR BB GG color format here (use the color wheel at the bottom): http://www.2createawebsite.com/build/hex-colors.html

Helpful Knowledge:
1. Decimal to Hexadecimal conversion
2. Familiarity with dat files

Important Notes:
1. At the end of the guide I have a list of offsets for a number of color effects in the game. This list is nowhere near complete and I encourage others to use this knowledge to find these offsets for the rest of the community!
2. Not every "special effect" is covered by these formats. Some effects are _8 or _9 textures, or some could be in a different format. If there is something specific you want to change, don't give up! Feel free to post in this thread of PM me for help!
3. If you do end up searching for different offsets, remember just because you found a 07 07 07, 98 00 ## ##, or 42 48 in the dat file does not mean it is always fits these formats. Make sure it fits the formats outlined in the guide before changing values!
4. This guide is not all encompassing. There may be other color formats out there I am not aware of. Anyone with additional information, I encourage you to post it.

Introduction:

There are 4 formats to changing color effects in Melee that I have found. The 07 07 07 format, the 98 ## ## ## format, the 42 48 format, and the CF ## format. I will also outline a section with the random offsets me and others have found that also change color.

1. 07 07 07 format

Step one: Understanding the format!

I feel this is probably the easiest format so I will start with it first. You will find this format in your specific dat file starting with the hex code 07 07 07 (hence the name) and after it will follow a specific pattern (pictured below).


Figure 1 - Breakdown of 07 07 07 format

Format Header - This corresponds to the values 07 07 07 in this format. These are the values you should search for in your dat file when looking for specific offsets.

Transparency Control - This value controls the transparency of your effect. I have found changing this value either will crash your game or make the effect disappear completely, so I always leave it alone.

Color 1 - This color controls the first color of the effect. RR GG BB format

Color 2 - This color controls the second color of the effect. RR GG BB format

Step two: Changing the colors!

Now that you know the boring stuff, let's change some colors. I will do a step by step 070707 color change on Pikachu's Down B lightning!

I decided I want color 1 to be Magenta (FF 00 FF) and color 2 Black (00 00 00). So first I will open PlPk.dat in my hex editor and go to the offset C354 (locations of color offsets and files can be found at the end of the guide). This offset is the one picture above. I find that originally Color 1 is FF FF FF (White) and Color 2 is FF FF 00 (Yellow). Looking at Dolphin I see that the colors correspond to the figure below.


Figure 2 - Color breakdown of Pikachu's down B

So I insert the two colors I want into their corresponding places. FF 00 FF will replace FF FF FF and 00 00 00 will replace FF FF 00. I saved my dat file and using GCTool/GCR, I import my PlPk.dat file into the proper place. I start up Dolphin and below is the result.


Figure 3 - Altered Pikachu down B

That is all you need to understand the 07 07 07 format, let's keep moving!


2. 98 00 ## ## format ("Matrix" format)

Step one: Understanding the format!

IMPORTANT NOTE (PLEASE READ):
There are many other things in the dat file that use the 98 index to mark the head of a grouping of code. When searching for 98 format that corresponds to color, be confident that the data you are changing is color code and not some other type of code. Repeated values will be the tell tale sign, but most of the 98 indexes will not control color!


This format is definitely more tricky than the 07 07 07 format, because it can come in 2 different variations and it doesn't use the common RRGGBB color code. This format will always start with 98 and then the next 3 bytes (6 values) will vary. This information isn't too important to change the color so when searching for these "matrices" in the search for "98 00". After these first 4 bytes is where you will be able to format the color. This color code contains 2 bytes and is much different from RRGGBB. In this guide I will be referring to this 2 byte color code as RG BY (values listed below). Remember how I said there was 2 variations? The bytes in between the first color (byte 5) and the second color will be either 2 or 3 bytes. These matrices correspond to 2D and 3D objects in the game, so the number of bytes in between each color represent the vertices (or the face) that this object has. 2D objects have 2 bytes between each color (X and Y vertices) and 3D have 3 (X, Y, and Z vertices). This is important to remember, because this information can be helpful when looking for untexturable 2D or 3D objects in the dat file. Both formats are shown below.


Figure 4 - Matrix with 3 vertices in between each color


Figure 5 - Matrix with 2 vertices in between each color

Primitive Flag ("Matrix Index") - This indicates the start of the matrix. Use this number to search for matrices in your dat file and use it for finding the relative locations of your color format.

Index Count - This will show you how many indexes (number of faces and number of colors) that will be in the matrix. Since we aren't too worried about faces we can use this number to tell us how many colors we can edit. According to Figure 4 there will be 25 indexes, but this number is in hexadecimal so converting it to decimal yields 37 color indexes, which is indeed correct.

Color - This corresponds to the individual color of each face. It can be hard to tell what changes what, especially on larger matrices, so I would advise solid color changes across the board. Below is a nice breakdown of how the shine matrix works. Colors are in the RGBY format.


Figure 6- Breakdown of shine matrix, showing face and corresponding color values (Thanks to Unlucky XIII)

Step two: Changing the colors

Changing the colors of a matrix is quite similar to the 07 07 07 format, except that there are many more colors to change. I definitely encourage experimentation with what colors change what faces, which can create some awesome effects (Like the rainbow shine in Figure 6).

RG BY Value List
FC 00 = Red
FC 1F = Magenta
0F F0 = Green
00 10 = Black
FF FF = White
00 FF = Blue
0F 0F = Turquoise
99 F0 = Light Brown
B1 00 = Redish Orange
FC FF = Light Purple
5D 88 = Grey
BF 00 = Dim Yellow
C8 F5 = Dark Pink
D2 3B = Pink
BB B1 = Yellow
4C 22 = Maroon
A5 0F = Purple
0A 60 = Dark Green
Thanks to Mr. H for the list!

Also, check out SypherPhoenix's guide to creating your own 16bit colors - http://www.smashboards.com/showpost.php?p=14871954&postcount=114

3. 42 48 format

Step one: Understanding the format!

The 42 48 format is also more tricky then the 070707 format and is not quite straightforward as the "matrix" format. Like the 070707 format though, it uses RR GG BB color format and they are quite easy to find. 42 48 will always be directly after the values being changed, unlike the other 2 formats. It will follow the pattern seen below.


Figure 7- Breakdown of 42 48 format

Color 1 - This color controls part of effect being changed. It is based off of the colors in Color 2 (more info below). Follows RR GG BB format

Color 2 - This color controls part of the effect being changed. Controls the colors that can be used by Color 1. Follows RR GG BB format

Transparency Control - These 8 values control the transparency for the effect. Changing these values, may create some interesting effects, but may also cause game crashes or the effect to disappear. I usually leave these values alone.

This format is a little bit trickier because the second color's RR GG BB values constrain what can be used in the first color. If the 2nd color is FF FF FF (white) then this allows the first color to be anything within range of colors, which is every color in the RR GG BB spectrum. If the 2nd color was 00 00 FF (blue) and the 1st color was set to FF 00 00 (red) the first color would show up black (00 00 00), because the RR part of the 2nd color was set to 00. This means that the color you choose for Color 2 has a big impact on the colors that can be used for the effect. If you want the effect to be a solid color, then change both Color 1 and Color 2 to the same values.

Step two: Changing the color!

Here is the process applied to the Ice Climber's Up B Rope.

I found the offset for Up B in PlPp.dat at offset E84C. I found Color 1 is the back of the rope and Color 2 is the front of the rope. I want to change the rope to green and black. I realize for part of the rope to be Black, then that must be Color 1, and green must be Color 2. Changing Color 1 to black (00 00 00) and Color 2 to green (00 FF 00) I get the result showed below.


Figure 8 - Color Changed Ice Climber Rope.


4. CF ## Format

Step one: Understanding the format!

This format is very similar to the 07 07 07 format and is quite simple to understand. This format is found at the very beginning of effect dat files. It has two types of formats though, one in which it has 1 RRGGBB color or 2 RRGGBB colors. Both formats are described below. You will know the difference between the 2 formats by the values in the middle. The format with 2 colors will have 4 bytes between the two colors. The 2 bytes before the Color 2 will be "DF ##" with "##" being the same value as the byte after "CF".


Figure 9 - Breakdown of CF format with 1 Color

Format Header - This corresponds to the values CF ##. The ## varies between a number values, most commonly 00. Use these values to search for these offsets.

Color - This color controls the color of the effect. RR GG BB format.


Figure 10 - Breakdown of CF format with 2 Colors

Format Header - This corresponds to the values CF ##. The ## varies between a number values, most commonly 00. Use these values to search for these offsets.

Color 1 - This color controls the first color of the effect. RR GG BB format.

Color 2 - This color controls the first color of the effect. RR GG BB format. The 2 bytes before the Color 2 will be "DF ##" with "##" being the same value as the byte after "CF".

Step two: Changing the color

Here is the process applied to Pikachu's Aerial Neutral B.

I found the middle of Pikachu's Neutral B was found at 166 of EfPkData.dat. I changed Color 1 to Black (00 00 00) and Color 2 to Red (FF 00 00). I get the result below.


Figure 11 - Color Changed Pikachu's Aerial Neutral B

5. Random Offsets (Sword Swing and Game and Watch Color)

These are the offsets that are very specific to certain files, instead of being a universal format across the dat files. While changing the color of the Sword Swing (or Sword Trail) does follow a format, it only applies for a very small subsection of characters/items (only Marth, Roy, Link, Young Link, and Beam Swords). I don't think Game and Watch's colors follow any format you will see for any other character.

Sword Swing

The offset for character's sword swing follows a specific format that starts with FF 00. Zyx outlined this format in Marth's dat file.


Figure 12 - Format to changing a character's sword swing (thanks to Zyx!)

Color 1 - Controls the color of the major part of the sword swing. RR GG BB format.

Color 2 - Controls the color of the minor part of the sword swing. RR GG BB format.


Figure 13 - Color breakdown of Marth's Sword Swing


Game and Watch Color

Game and Watch cannot be textured hacked, and thanks to Steelia's findings his different colors can be controlled with the RR BB GG format in the his dat file (PlGw.dat) at the offset 379C. This is pictured below.


Figure 14 - Color Breakdown of Game and Watch

Based on this offset, Color 1 controls his neutral color (Black), Color 2 controls his red color, Color 3 controls his blue color, and Color 4 controls his green color.


Other Important Color Changing Posts/Guides:

Cosmetic Hitbox Element Guide by Lanceinthepants - http://www.smashboards.com/showpost.php?p=13605606&postcount=14

Charging Smash Attacks Effects Guide by Lanceinthepants - http://www.smashboards.com/showpost.php?p=13616960&postcount=23

Formatting of RGBY Colors by SypherPhoenix - http://www.smashboards.com/showpost.php?p=14871954&postcount=114

Structure of Texture and Material Color Data Structure by Revel8n - http://smashboards.com/threads/melee-dat-format.292603/

Texture Hacking Effects by DRGN - http://smashboards.com/threads/hacking-effects.369294/


Helpful Tools

MasterHand: http://www.smashboards.com/showthread.php?t=313930

DRGN's Texture Hacking Tools: http://smashboards.com/threads/new-tools-for-texture-hacking.373777/


Final Comments:

Shoutouts to all the people who are still doing Melee hacking, there is still a ton of potential here. Any questions or feedback you have about this guide, feel free to let me know.
 
Last edited:

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Last edited:

nube

Smash Apprentice
Joined
Jun 20, 2010
Messages
166
awesome. i'll add a bit more to this in a while, if thats okay!

and i didnt find the sword swing colour by just guessing and checking lol :p
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
awesome. i'll add a bit more to this in a while, if thats okay!

and i didnt find the sword swing colour by just guessing and checking lol :p
Yay, I had a feeling this might get your attention! Add whatever you would like, cause I am hoping this will kind of turn into a compendium for cosmetic changes in Melee.

Also, I probably worded that badly. I just remembered that you said you found it thanks to matoooya's beam sword, so i guess that is another thing that follows the format.
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Hey I updated the first post and added some offsets to the second post. I have alot more, but they aren't very organized XD. Coming Soon!

Here is a little taste of what you can do.




 

Nopfed

Smash Rookie
Joined
Oct 2, 2011
Messages
21
Location
New Jersey
NNID
Nopfed
So this is a wonderful guide so far, I've been focusing on these types of color changes recently as I've already got a hacked melee set up with character skins and stages that I want and most of the music I'll be using. But I want to take the texture changing of the game to a further level, and this thread is where I've come.

Again, what you have so far is great but I'm a little eager to change other characters special effects, as well as more in depth things like the actual fire colors of the falcon punch/kick, the firefox/falco. I've basically tried all of the things so far and they're pretty accurate (except for some of the peach offsets, but I was able to manage). So I'm waiting patiently now I guess until more is posted because I can't seem to either have the tools to search through Hex and find new things, or I just don't understand it enough to make any connections to things.

I'm just so appalled that you've been able to find out these color formats and recognize which article in the game that they correspond to. I searched online for a hex editor that was color coded based on RRGGBB formatted colors, but I couldn't find one nor may that even be possible (although I mean anything is possible).

So yeah, great stuff so far and I look forward to a lot more and I'm even available to help if there is anything I can do.
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
I updated the first post with a new format (CF ## color format)!!! Lots of updates coming this week as I just finished my projects and tests.

Nopfed, Thanks for the feedback! I will reply to you more fully tomorrow, but the more in depth stuff is definitely possible :D

Also, I would love to hear all feedback! If you don't like how the guide is formatted, don't understand a concept fully, have a question for me, or don't know wtf is going on, I want to hear it!
 

Nopfed

Smash Rookie
Joined
Oct 2, 2011
Messages
21
Location
New Jersey
NNID
Nopfed
I updated the first post with a new format (CF ## color format)!!! Lots of updates coming this week as I just finished my projects and tests.

Nopfed, Thanks for the feedback! I will reply to you more fully tomorrow, but the more in depth stuff is definitely possible :D

Also, I would love to hear all feedback! If you have a don't like how the guide is formatted, don't understand a concept fully, have a question for me, or don't know wtf is going on, I want to hear it!
Sounds good. I'm making progress thanks to your new format find too:



the starting missile aura i changed to green-ish, I now plan to change all missile explosions to green :bee:

EfSsData.dat

Offset- 3FD - 408:
CF 00 CB F8 06 96 AD DF 00 00 FF 00 (this is with my green colors in it)

EDIT:

I did some more! Falcon style. (bridging from what has already been found)

EfCaData.dat

(i kind of just started searching for CF ## tags from the beginning to about offset 820 i believe and basically swapped every red and green values and also swapping white and black colors)


Made very little progress on falcon punch, as only the back smoke-stuff was changed
(I thought I was changing more of the falcon punch as I continued, but it turns out I started changing the falcon kick lol.)


The end of the falcon kick


The start and middle

 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Nice! I'm glad you started to get stuff to work. I actually was indexing Falcon's CF ## format last night, so I can give you a full list of what they all do.

Again, what you have so far is great but I'm a little eager to change other characters special effects, as well as more in depth things like the actual fire colors of the falcon punch/kick, the firefox/falco. I've basically tried all of the things so far and they're pretty accurate (except for some of the peach offsets, but I was able to manage). So I'm waiting patiently now I guess until more is posted because I can't seem to either have the tools to search through Hex and find new things, or I just don't understand it enough to make any connections to things.
I plan on posting a priority list of what I want to find over the next couple weeks (I jump from thing to thing alot so who knows how well it will go :p), so if you ever get stuck again I could help point you in a direction. If not then I look forward to what you find :D.

Like I said before, the in depth stuff is entirely possible. It is my understanding everything color related is controlled by a texture or individual hex code that follows some format (Technically everything is controlled by hex code :p), and basically it is just identifying what is controlling what colors and where it is in the file that is the hard part. Things like Falcon Punch/Kick and Firefox are tough because they are controlled by many offsets and many textures. Alot of these textures are _5, _8, _9 with transparency and are super hard to find/edit (Steelia's guide is a good starting point http://www.smashboards.com/showpost.php?p=8274151&postcount=30). So full control over all the colors in the game is very extensive and time consuming. My goal with this atm is to get the general effect offsets for most/all of the characters and then proceed to do very specific effects with that information.

But....... I will say your post did inspire me to look alittle closer at some of Falcon's stuff and I found that the majority of Falcon Punch is controlled by 2 _14 textures and 1 _5 texture. I was actually surprised by this, because I figured someone would have texture hacked it already if it was just _14 textures. Anyway I used that sick blue color you used in your falcon kick as an inspiration and I made a blue Falcon Punch. Changes, Picture and Download are below.

Changes




Download: http://www.mediafire.com/?3k7dgirg95dc6v0
Replaces EfCaData.dat
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Cosmetic Hitbox Element Guide!

Cosmetic Hitbox Element Guide​

Initial Note - This guide should be used in parallel with Magus's guide about Hitboxes (Linked below) and all credit for this guide goes to Magus's work on melee hacks.

Magus's Hitbox Guide: http://www.smashboards.com/showpost.php?p=10769744&postcount=1886

Introduction:

Hey everybody, I have another guide about Melee changes that I thought people might enjoy. This guide will help you understand the elements of the hitboxes in the game, how to find them in the hex code, and how to change them. First off, what are elements of hitboxes? They are the effects that happen when you connect with an attack. Examples include being electrocuted by Pikachu's Thunder, getting frozen by Ice Climber's Blizzard, or getting set on fire by Mario's Fireball. And guess what... they can all be changed. This information has existed for awhile, but I feel that it has gone somewhat unnoticed by the majority of smashboards users due to the overwhelming style of Magus's posts. Magus goes into more detail about every type of element below.

The element is the special effect on hit. Slash, Coin and Darkness are only cosmetic afaik and have no additional game play effect on the opponent. When a slash hitbox clanks with another slash hitbox it makes a sword clang sound effect (random: One of Peach's hitboxes on her shoe during f-tilt is slash element for some reason. Try jabbing it with Marth =P). Fire unfreezes someone who's frozen. Electric hits have 1.5x hitlag on hit for the defender, which makes them easier to DI, but it also gives the attacker slightly more frames of advantage since they start moving while the defender is still stopped in hitlag. It also slightly reduces the frame advantage of someone CCing for the same reason (crouching halves hitlag, but half of 1.5 is 0.75). Ice freezes them randomly (chance increases with higher knockback), Sleep puts them to sleep, Flower/Poison puts a flower on their head and they take damage over time, Grounded sticks them into the floor, Disabled/Stunned is like Mewtwo's disable or a shield break, Cape turns them around, and Screw Attack makes them go into the screw attack animation (like when you throw it at them).
Things you will need:
1. Hex Editor (I use HxD)
2. GCTool/GCRebuilder
3. Dolphin Emulator'
4. Decimal to Hexadecimal Conversion (Link to converter: http://www.statman.info/conversions/hexadecimal.html)

Now that you know the basics, let's start!


Step one: Understanding Hitbox Data

Every move in the game has hitbox data and these are found in the character specific files (Pl**.dat, with ** being a character's 2 letter representation). This hitbox data is found in 20 byte chunks, and it actually contains a lot of data about the attack. For this guide we will be focusing just on changing the data that pertains to the element (If you want to edit the hitbox further, Magus's post about hitbox data will tell you all you need to know). Hitbox data in the dat files follows the format below.


Figure 1 - Format of Hitbox Data

For this guide we are only worried about the 1st byte (CI), the 4th byte (DD), and the 18th byte (EL) of the sequence.

1st byte (CI) - This data corresponds to the hitbox command and the hitbox ID. These values should never be changed! We will use these values to find where the group of hitbox data starts for each character. Searching the dat file for "2C" and identifying the hitbox pattern will yield this goal.

4th byte (DD) - This data corresponds to the damage done by a hitbox (attack). We will use this value to search for specific hitboxes once we know where the hitbox data starts. Remember this value is hexadecimal so if you don't know how to convert to hexadecimal from decimal use the converter linked at the top of the post. Ex. A move that does 12 damage will have value 0C in this section of the data.

18th byte (EL) - This data corresponds to the element that is applied to a hitbox. This is what the guide is all about! Changing these values will cause different effects to be applied to the hitbox. If the 1st digit shown of the 18th byte is between 8 and F, subtract 8 from the first digit to get the element value. Ex. 92 is equivalent to 12 and B0 is equivalent to 30. These values were found below thanks to Magus.

00 Normal
04 Fire
08 Electric
0C Slash
10 Coin
14 Ice
18 Sleep
1C Sleep
20 Grounded
24 Grounded
28 Cape
2C Empty (Gray hitbox that doesn't hit)
30 Disabled
34 Darkness
38 Screw Attack
3C Poison/Flower
40 Nothing (no graphic on hit)

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.



Step two: Finding Hitbox Data and Changing the Element

Now that you understand the hitbox data, it is time to find that data in the dat files. I will be going through a step by step process on the method I use to find hitbox data and change its elements. The goal of this tutorial will be to change Bowser's FSmash hitbox data from a normal element to a fire element.

Note - Magus has found a good chunk of hitbox data for many different characters. I will post it at the end of this guide, so before you manually look for a hitbox, check his offsets.

First I export PlKp.dat (Bowser's dat file) from an ISO using GCRebuilder. I make a copy of the file, so I have one original and one that I will constantly edit. The next step is to load up Dolphin or a copy of Melee on Gamecube and figure out how much % the move I want to change does. Keep in mind many moves have strong and weak hitboxes. If you want the element to affect both you will have to change multiple lines of hitbox data.

I found that Bowser's FSmash does 24% not staled, so converting that to hexadecimal yields 18. My next step is to find where Bowser's hitbox data starts in his dat file. I load up PlKp.dat in my Hex editor and do a search for the hex value "2C". Remember just because I found 2C does not mean I found hitbox data. Familiarize yourself with how the hitbox data format works and look for the patterns. Also hitbox data will always start at an offset ending in 0, 4, 8, or C

Using this method I found Bowser's hitbox data starts at 295C. Now I can use 18, the hexadecimal value I calculated earlier, to look for the Bowser's FSmash hitbox data. I now search the dat file for 18 and for each value I find I look at 3 bytes before it to see if it corresponds to hitbox data (The values 3 bytes before it need to be 2C or 2D). After searching I find 2 lines of hitbox data at offset 4C38 and 4C4C that correspond to my 18, my hexadecimal value. For both of these lines of hitbox data I change the 18th element from 00 (Normal) to 04 (Fire), but I am not done yet. Bowser may also have another move that does 24 % (18 in hexadecimal), so I import my dat file into my ISO and check if it succeeded on Dolphin. After checking, I found it did. Huzzah! Bowser's FSmash now sets enemies on Fire! (Download at the end of the guide)


Figure 2 - Bowser's FSmash with Fire!

This method will allow you to find any Hitbox data and change to how you see fit. If you have questions or comments, please post and good luck!


Magus's Hitbox Data Offsets


Download: http://www.megaupload.com/?d=24FNU8GO
Replaces PlKp.dat
 

nube

Smash Apprentice
Joined
Jun 20, 2010
Messages
166
@hitbox guide: is this really relevant to the thread? Magus' posts on hitboxes is really thorough and can already be found on the first page of the main hacks thread.

Good stuff on the falcon punch tho. didn't expect it to be a texture. stopped looking last year when i couldn't locate it despite finding all the cf## offsets.
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
i should clean up my HUGE list of hitbox offsets and post them here

good work lance
Awesome! That info would be nice to have.

@hitbox guide: is this really relevant to the thread? Magus' posts on hitboxes is really thorough and can already be found on the first page of the main hacks thread.

Good stuff on the falcon punch tho. didn't expect it to be a texture. stopped looking last year when i couldn't locate it despite finding all the cf## offsets.
True it isn't exactly color changes and there isn't any new information there, but I made it for 2 reasons. One, it is about cosmetic change (anyone looking to go beyond that can just go to magus's post) so I felt like it still had a place in this thread. Two, I felt like this information may have been overlooked by a lot of people. I wanted to shed more light on it in a user friendly way because I think it is something people would be interested in (when Deku posted Marth's dair with darkness, it got a really good response).

Also, thanks guys for all the kind words!

I plan on adding a lot of offsets over the next 2 days and cleaning up that 2nd post.
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
Awesome! That info would be nice to have.
Unfortunately I'm also waaaaay lazy when it comes to stuff like that and I have a lot of other stuff on my plate. I should also note that I have a bunch of offsets for article floats.

I should seriously just release all the content that I've had for over a year. I've had a project in the works for a while that I'm going to keep under wraps, but I also have a bunch of other janky stuff that's worth showing off.

Problem is that it needs to be cleaned up a bit and I'm not interested in releasing an inferior product.
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Unfortunately I'm also waaaaay lazy when it comes to stuff like that and I have a lot of other stuff on my plate. I should also note that I have a bunch of offsets for article floats.

I should seriously just release all the content that I've had for over a year. I've had a project in the works for a while that I'm going to keep under wraps, but I also have a bunch of other janky stuff that's worth showing off.

Problem is that it needs to be cleaned up a bit and I'm not interested in releasing an inferior product.
Haha, I know what you mean. Its not a huge deal, because a big part of the guide was to teach people to find their own offsets. I'm definitely interested in your janky stuff though :p

I updated the first post and the second post. I added some info about the CF ## format, I made them a little cleaner and added some new offsets. Also, here is a list of what I plan on doing over time (no idea how long it will take with school and life).

Priority List

1. Index all characters above mid tier and the colorful characters (Link, Ness, maybe some others)
2. Find some important indexes for low tiers
3. Work on more in depth stuff (Effects that involve textures and/or lots of color formats, like the Falcon Punch)
4. Start moving away from character colors and index other things (Menu, Maps, etc.)

In Depth Changes Priority

1. Full change of Firefox
2. Changing all the color relating to Player # (Ex. changing P1 colors from red to purple)
3. Changing the colors characters change when they charge a move or that is applied when they do a move (Ex. Mario turns red for alittle bit when using a fireball).
4. Fire Climbers - Changing effects of ICs so it looks like fire and maybe have the fire element too (Roommate request XD)
5. Random *** **** that I think of.

Wow that was a lot of text, here is some goofy stuff I did. I stole the idea from Project M.

Mario's Grab Pummel now has the Coin Element (w/ Sound Effects)

Changes:




Download: http://www.megaupload.com/?d=5JP4UEAM
Replaces PlMr.dat
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Hey guys, its that time of the semester where they crush you with projects and tests. This means I probably won't be updating this thing with the frequency I have been. I will probably do some indexing every so often, but nothing really fancy.

But.... today my homie standardtoaster gave me some offsets to look around to knock number 3 off my in depth priority list (3. Changing the colors characters change when they charge a move or that is applied when they do a move.). I made some progress with it, but not enough to make a full post.

Here is a little teaser :)

Mario Charging Up Smash with Electric Aura (instead of flashing yellow)

 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Charging Smash Attacks Effects Guide

Introduction:

Another guide!? Yes ladies and gentlemen, it is another guide! This guide will help you understand how melee characters charge their moves, how to find them in the hex code, and to change their cosmetic effects! I feel you will understand this guide more throughly if you have previous knowledge about hitboxes, so reading Magus's or my guide on hitbox data wouldn't be a bad idea.

Things you will need:

1. Hex Editor (I use HxD)
2. GCTool/GCRebuilder
3. Dolphin Emulator

Let's get started!


Step one: Understanding the data

Every move in the game that can be charged (even bats, fans, starrods, etc.) has data that controls how the charge works. These are found in the character specific files (Pl**.dat, with ** being a character's 2 letter representation). I originally thought charged smash attacks effects would be a global parameter, but I found out they are applied to individual moves. This means a character can have 3 different effects (more than that if they can angle their FSmash) applied to their charging of smash attacks! There are many components to charging attacks, but this guide will be focused on changing the effects (colors or auras) that charging an attack gives off. The data that controls charging a smash has a unqiue format (shown below) and has no resembalance to the color formats in the first post. It does share similar properties to elements in the hitbox data.


Figure 1 - Breakdown of Smash Charge Data

Smash Charge Data - This is the group of data that controls charging smash attacks. These values should be used to search the dat file for the location of the Smash Charge Data.

Smash Charge Effect Control- This value will control what kind of effect is given off when a character is charging the specific attack it is linked to. For charged smash attacks this value is 77, which corresponds to the flashing yellow aura all characters give off. A full list of effects is listed below.


Step two: Changing the effect

Now that you understand the important parts of the smash charge data, it is time to find this data in the dat files. I will go through a step by step process on the method I use to find smash charge data and change its effect control. The goal of this tutorial will to be change Bowser's Forward Smash charge effect to Fire (MORE FIRE!!!!!).

First I export PlKp.dat (Bowser's dat file) from an ISO using GCRebuilder. I make a copy of the file, so I have one original and one that I will constantly edit. I open up PlKp.dat in my hex editor and search for the values of smash charge data using the first 4 bytes (E0 3C 01 5E).

I found an offset at 4BF8, but that doesn't mean I found Bowser's forward smash. I have one of two options, I can either change the value and test if it succeeded in Dolphin or I can look further down in the hex code for FSmash's hitbox data (If you don't know this format look it up!) and see if the offset you found corresponds to FSmash. If the offset wasn't correct I keep searching through the file. There never will be too many smash charge data offsets. I have observed from looking through hitbox data that the smashes's hitbox data is always in order, with Forward Smash first (Remember some FSmashes have multiple angles and thus multiple charge effects! ), then Up smash, and finally Down Smash. I already knew Bowser's FSmash was at 4C38, so this smash charge data is correct! I look at the list of effect values(linked below) and choose 0E (Fire) to replace 77. I decided to test it out in Dolphin and it worked!

Order of Smash Charge data in character dat file

1. Forward Smash angled upward (if applicable)
2. Forward Smash
3. Forward Smash angled downward (if applicable)
4. Up Smash
5. Down Smash
6. Beam Sword
7. Home Run Bat
8. Fan
9. Star Rod
10. Lip Stick

Effect Values


Charging Bowser's Fsmash now lights him on fire!


Figure 2 - Bowser charging his FSmash ... with Fire!

This method will allow you to change any smash charge effect you wish! If you have questions or comments, please post and good luck!
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Quick update!

I found out some new stuff I didn't know about Matrix format and CF ## format. I pretty much revamped the guide on Matrix format so please check that out.

Back to homework!
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Had time to play around with some stuff tonight and here is a quick peek at what I'm working on. I still have a few things to work out but it is almost there :)

Purple Firefox!

Changes:
  • Changed Original Up B Textures
  • Full Color Effect Changes to fit Purple style
  • Aura during Up B changed to Darkness (instead of Flashing Yellow)
  • Firefox hitboxes now have the Darkness element (instead of Fire)





 

JOS.fm

Smash Journeyman
Joined
Jul 24, 2008
Messages
363
Location
Austin-UT/San Antonio
is there any way of assigning hitbox data specific to a certain color? i know it's really far-fetched, since I'm guessing you can only have one character file >.<
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
You mean Red Falco and Blue Falco having different hitbox data? I'm afraid it is impossible with what I know :(
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Purple (Dark) Firefox for Fox and Falco

Hey before I basically disappear for 2 weeks I am posting my changes to Fox's and Falco's Firefox. Just an FYI to those who didn't know, the file that contains the data for the Firefox (EfFxData.dat) is shared by Fox and Falco, so if you use this be aware that both of their Firefox's will change. Also, I wasn't able to get this quite perfect. This is because of the multiple fireball _9 textures that trail behind your Up B in motion. I can change their color with CF offsets, but usually CF offsets are applied to textures with no colors, thus the CF offset providing the colors. These fireball textures already have color, so instead the CF offset controls the range of colors that the texture will use (Like the Color 1 and Color 2 of the 42 48 format). This means that when I changed these fireballs to purple (66 00 66), the white part was changed to purple but the redish/orange part was changed to dark red, because it was controlled by the 66 value in the RR part of the RRGGBB format. While it doesn't look too bad for the Purple Firefox (or basically any cool colors) it might be something I change in the future. Also, if there was ever to be a white firefox, these textures would have to be found and edited.

Anyway, after that wall of text here it is! If you have any questions or concerns you can post or PM me!

Summary of Changes
Note: This will change both Fox's and Falco's Firefox!

1. Changed original Up B texture
2. Full color effect changes to fit Purple (Dark) style
3. Aura during Up B changed to Darkness (instead of Flashing Yellow)
4. Firefox hitboxes now have the Darkness element (instead of Fire)
5. Fox no longer has aura when charging Up B, but hitboxes remain intact.

Changes




Download: http://www.mediafire.com/?svapzmoswt13xpx
Replaces files EfFxData.dat , PlFx.dat , PlFc.dat
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Wow thanks for all the compliments guys.

I still have a week of getting owned (2 tests today, 1 Wednesday, 2 projects due by the end of the week, and oodles of homework :( ), but when that is over it will be Thanksgiving Break and I will be doing new things! This stuff is like crack XD.

I'm planning on making an ISO with a lot of color changes, if there are things you have in mind feel free to post them or PM them too me. I always like to hear lots of ideas.
 

RaphaelRobo

Smash Champion
Joined
Oct 24, 2011
Messages
2,833
Would you be able to change the Aura on Ganon's UpB to a Darkness aura? I tried doing it myself, but couldn't find the right location. An electricity aura might look nicer - I was planning on messing around with it once I found the location.

Also, I noticed that for a very short time Ganon is yellow during his Warlock Punch, which looks like an aura. If you could make that Darkness too, I'd appreciate it.
 

RaphaelRobo

Smash Champion
Joined
Oct 24, 2011
Messages
2,833
Do you happen to know where the files would be for that? I've done some searching, but haven't been able to find anything.
 
Top Bottom