Y-L
Smash Champion
Does anyone know how I can inject these into an iso?
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Where is the text file? I can't even see the text in the video it's so bad quality.Go to offset documented in the .txt file in your favorite hex editor
dump x240 onward onto the offset (ctrl+b)
dump x0 - x220 (or is x200?) after (ctrl+b)
done
Where is the text file? I can't even see the text in the video it's so bad quality.
Well, we know how to replace them. We just don't have a "offset address for each icon" file, right?here this should help you idk if its confusing or not
also as far as i know, replacing stock icons is a lost art.
Download the mnslchr.zip file from steelia's postI use the load custom texture feature of Dolphin emulator and to replace Falco's blue stock icon I name the file: GALE01_42d3eef9_8. Could that be anything that you're looking for?
Also on a related note do you know how to extract the CSP images? I want to use melee CSPs elsewhere but I can't seem to find anything that has all of them for download.
It's an image fileWhat do I do with the TGA file?
We know where the stock icons are in IfAll.dat thanks to Steelia, but also thanks to Steelia we know that their palettes are not near their image data. This makes it extremely tedious to find (all 118 of) them.Wait, someone knows where the offsets are for the actual stock icons is? Because I really need to know those.
So to "extract" it, just run Dolphin with dump textures on (options > graphics > advanced), start a match with pink Falcon, and then look in Dolphin Emulator/Dump/Textures/GALE01 and find the correct image.Can someone please explain to me how to find the pink falcon stock icon, extract it, convert it to png, edit it, and shove it back in? I'll owe you big time. I think @ DRGN would know how to do this. I'd owe anyone who could help big time.
Ahh, you've run into a rare case. If the palette data doesn't follow the image data, then it makes things difficult. You need to know the offset for both parts. I haven't seen these offsets posted before, I don't think. To find them, I would guess that the order of the palettes follows the order of the images. For example, if Falcon's pink icon is the 87th icon in the file (for example), then I would look for the 87th palette wherever those are stored in the file (should be the same file). That's assuming you can figure out reading the dat file that is, which itself takes some research. You might have to wait on modding that one. The rest of the images you mentioned wanting to hack in the guide thread should hopefully be much easier (I haven't tried looking for them and I don't know what image types they all are though), for which you should be able to use the guide. Good luck!Can someone please explain to me how to find the pink falcon stock icon, extract it, convert it to png, edit it, and shove it back in? I'll owe you big time. I think @ DRGN would know how to do this. I'd owe anyone who could help big time.
Do you happen to know where the images and palettes collectively are in IfAll.usd? I know @Steelia knows. I had an idea and now I really, really want to try it lol. Not something that would be useful for anything but specifically the stock icons, but now I want to see if it works/I can make it lolAhh, you've run into a rare case. If the palette data doesn't follow the image data, then it makes things difficult. You need to know the offset for both parts. I haven't seen these offsets posted before, I don't think. To find them, I would guess that the order of the palettes follows the order of the images. For example, if Falcon's pink icon is the 87th icon in the file (for example), then I would look for the 87th palette wherever those are stored in the file (should be the same file). That's assuming you can figure out reading the dat file that is, which itself takes some research. You might have to wait on modding that one. The rest of the images you mentioned wanting to hack in the guide thread should hopefully be much easier (I haven't tried looking for them and I don't know what image types they all are though), for which you should be able to use the guide. Good luck!
Nice avatar, btw.
I bet I already know what you're thinking: count from the start of the image data, and from the start of the palette data, both in increments of their respective lengths, and then collect the data at both of these indices to combine them into a completed image. Rinse and repeat.Do you happen to know where the images and palettes collectively are in IfAll.usd? I know @Steelia knows. I had an idea and now I really, really want to try it lol. Not something that would be useful for anything but specifically the stock icons, but now I want to see if it works/I can make it lol
I don't know, but this may help.Do you happen to know where the images and palettes collectively are in IfAll.usd? I know @Steelia knows. I had an idea and now I really, really want to try it lol. Not something that would be useful for anything but specifically the stock icons, but now I want to see if it works/I can make it lol
Yeah I'm going to make it show every image with every palette and then I choose the correct image, along with the character and color, and have it record the offsets. Like one image at a time, with all its palette variations side by side. I hope none are identical except for the palette lolI bet I already know what you're thinking: count from the start of the image data, and from the start of the palette data, both in increments of their respective lengths, and then collect the data at both of these indices to combine them into a completed image. Rinse and repeat.
Doing this strait forward would work, but only if there are no breaks (like headers) snuck in between either of those two groups ( I.e. all the images are entirely back to back, and the palettes are entirely back to back). I also have an alternative idea if that's not the case.
Do I have these two starting offsets? No. lol
But we could probably find them.
Well if anyone wants to help me, I need to put this guyas my pink/white falcon stock icon,
Thats awesome, thanks!Image: 0xC97E0 and palette: 0xCE740.
Just use DRGN's PNG to TPL script.Thats awesome, thanks!
I'm having problems making the tcs for _8 texture, could someone point me to what is wrong?
This is what my .tcs file looks like:
file 0 = C:\Users\David\\JazzyStockIcon\GALE01_90e5359b_8.tga
image 0 = 0, x, CI4
palette 0 = 0, RGB5A3
texture 0 = 0, 0
And when I put it through texconv.exe it is telling me the texture "has no palette"
Just use DTW, and give it your dat file, the png icon image, and the offsets.I dont know how to edit the palette after putting in the code for the icon. This is what im seeing now because of that:
Weird. You couldn't render it though? Did it have a header or something else that points to it?Also interesting to note is that there is a little 64 pixel (I assume it's 8x8 but I really don't know the dimensions) image between Sandbag and white Marth's icons. Idk what it is.
I couldn't render it simply because I don't know the dimensions. When I just assumed it was 8x8 it looked like a gray version of this: ┘Weird. You couldn't render it though? Did it have a header or something else that points to it?
I got the dimensions by looking up the image header; it's a 5x5 image. You can do that by searching for a hex value that matches the offset of the start of the image data -0x20. You should find at least one match before the relocation table that should be the image header. You can do the same thing with palettes to find palette headers (or to move up the heirarchy of other structures too, if you know where the start of the structure is). And yeah, those are the palette headers that you mentioned between the palettes.I couldn't render it simply because I don't know the dimensions. When I just assumed it was 8x8 it looked like a gray version of this: ┘
At first I thought it wasn't actually an image, then realized that if it wasn't, there was a random palette inside the palettes for the stock icon palettes in the same place (between Sandbag and white Marth)
All the stock icons are just back to back image data, no headers. The palettes are after them and have 0x20 bytes before each of them which I assume are headers. As you suggested, they are in fact in the same order as the image data. Though neutral Falcon is a fair bit before the large block of stock icons, idk why. And his palette is just right after the image data, too.
It has 64 pixels thoI got the dimensions by looking up the image header; it's a 5x5 image. You can do that by searching for a hex value that matches the offset of the start of the image data -0x20. You should find at least one match before the relocation table that should be the image header. You can do the same thing with palettes to find palette headers (or to move up the heirarchy of other structures too, if you know where the start of the structure is). And yeah, those are the palette headers that you mentioned between the palettes.
I tried to render the mystery texture by recreating a _8.tpl and then converting it, but I just got what seemed to be a blank 5x5 texture. So I don't know what it is. Maybe we could try filling it with color to see what changes in the game.
Oh, for some reason I was thinking it skipped non-existent pixels in blocks and moved on.I think some of it "overflows" its actual dimensions. Similar to how tv scans are more lines than the display. On the MK wiki on image formatting it shows how some of the extra parts of blocks are discarded.
The other icons are even multiples of 4, so it doesn't happen with those.
Oh. Yep. My mistake.Also CI4 blocks are 8x8, not 4x4.
Just use DTW, and give it your dat file, the png icon image, and the offsets.
Normally you'd give it the offset with an arrow followed by just the image data offset, e.g. '<your_filepath_here> --> 0xc97e0'
But since these icons are kinda unusual and have their palettes in separate places, you'll need give the program the offset to both the image data and offset (separated by a colon), like so:
'<your_filepath_here> --> 0xc97e0:0xce740'
If you're still confused, you can look at the guide that comes in the program's download.
Weird. You couldn't render it though? Did it have a header or something else that points to it?
.DAT = Japanese.After WTF'ing for a long time, I would like to say that if anyone is trying to replace stock icons, follow the above advice for BOTH IfAll.dat AND IfAll.usd
I did it only for IfAll.dat, and while the icon was changed when viewing IfAll.dat in DTW, I loaded the game up and it still showed the normal stock icon. It only changed when I changed the icon in both the .dat and the .usd file.
That makes a lot of sense haha. I got stuck with voices too until I realized that US and Japanese sound effect files are separate. I started off editing textures, which change when you modify the .dat files, so going into stock icons I thought that it would be the same..DAT = Japanese.
.USD = American/English.
Playing the game with the language display set to Japanese will force the game to load the .DAT file equivalents of their .USD files, and vice versa. There are a lot of files with non-American (.USD) equivalents in the game, however. If this is the case, the Japanese version (.DAT) is always loaded instead, as it's the only one that exists. A majority of the .DAT/.USD files are for the menus and in-game text files.
Simply put, you don't have to technically change both of them.