bboylawson
Smash Cadet
- Joined
- Mar 18, 2005
- Messages
- 29
this is amazing and should be getting more attention.
With this and vertex editing, it's basically possible to make new characters.
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this is amazing and should be getting more attention.
would this help you out for your underlined bytes:Ok. A while ago, Qual discovered laser offsets around 00014000 in PlFx.dat. I, like many others, tampered with the data around that offset resulting in glitchy looking lasers that work on Dolphin, but freeze on a Wii. See: http://www.smashboards.com/showpost.php?p=9955380&postcount=1337
So I had already quit trying to change laser colours for a while, cuz all I could come up with was glitchy lasers, but yesterday, for no reason at all, I felt like makin' some blue lasers, and somehow, I did. o_O
Note: I am using the PlFx.dat file (AKA Fox) for my explanation, but don't worry; Falco works in the exact same way, just at different offsets (will specify later). You may also want to open up PlFx.dat and go to offset 00014000, so you can see the file for yourself and keep up with the explanation.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Step one: Understanding the Laser data
In the game, a laser has 4 parts:
Part 1 = wide, transparent colour
Part 2 = thin, semi-transparent colour
Part 3 = very thin outline of opaque colour
Part 4 = very thin line of white in the middle.
Each "part" of a laser corresponds to its own group of hex data in the PlFx.dat file. Here is where each "part" of Fox's laser is located:
Part 1 of the laser is located at: beginning of offset 00013e20 - end of 00013e70 (60 bytes)
Part 2 : beginning of offset 00013ec0 - end of 00013f10 (60 bytes)
Part 3 : beginning of offset 00013f60 - end of 00013fb0 (60 bytes)
Part 4 : beginning of offset 00014000 - end of 00014060 (70 bytes)
Or you can just look at this picture.
Ignore all the yellow and blue, just see that in each of the 4 red brackets is a group of data that corresponds to the part of the laser that the number says.
Side note: Qual found out that changing the first three bytes (80 00 08) at offset 00014000 glitches the laser shape. This is true, not only for part 4 of the laser, but for 1, 2, 3 and 4. If you noticed, I underlined these bytes in blue, in the above the picture. They might determine the shape of the laser? Dunno, but I do know that if you try to change the hex in these bytes, the laser will be glitchy.
Onto the colours!
Step two: Changing Colour
The reason no one could find the laser's red colour in PlFx.dat is because the lasers are not coloured in the regular RR GG BB format, but in some other format which uses ## ## instead of ## ## ##. I know Steelia is at least a bit familar with it. It's the same colouring that you use to get rid of the magenta (fc1f) in a CSP file. I heard it's called CLR0 or RGBA or something.
Anyways, it doesn't really matter. I found which exact offsets you can alter without glitching the laser, so experiment away! I have highlighted them in yellow in the above picture. I didn't highlight anything in part 4 of the laser, cuz IMO, it should stay white. But experiment if you want!
TL;DR - Change the yellow highlighted hex into whatever you want, and the colour will change. I recommend using the same colour in each of the 3 parts.
primitiveFlags & 0xF8
0xB8 // points
0xA8 // lines
0xB0 // line strip
0x90 // triangles
0x98 // triangle strip
0xA0 // triangle fan
0x80 // quads
98 00 17
22 FC 00 03
23 FC 00 05
21 FC 00 05
23 FC 00 05
25 FC 00 05
23 FC 00 05
26 FC 00 05
22 FC 00 05
20 FC 00 05
22 FC 00 05
1F FC 00 05
21 FC 00 05
24 FC 00 05
25 FC 00 05
27 FC 00 05
26 FC 00 05
27 FC 00 05
20 FC 00 05
1E FC 00 05
1F FC 00 05
1E FC 00 05
24 FC 00 05
27 FC 00 05
00 00 00 00 00 00 00 00 00 00 01 3D B8 80 00 00 03 00 01 3E
00 00 00 00 00 00 00 00 00 00 01 3F 18 00 01 3D A0 00 01 3E 60
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
98 00 17
14 FC 00 15
16 FC 00 15
1A FC 00 15
15 FC 00 15
1A FC 00 15
1B FC 00 15
1A FC 00 15
1D FC 00 15
14 FC 00 15
17 FC 00 15
16 FC 00 15
18 FC 00 15
15 FC 00 15
19 FC 00 15
1B FC 00 15
19 FC 00 15
1C FC 00 15
18 FC 00 15
1C FC 00 15
17 FC 00 15
1C FC 00 15
1D FC 00 15
1B FC 00 15
00 00 00 00 00 00 00 00 00 00 01 3D B8 80 00 00 03 00 01 3E A0
00 00 00 00 00 00 00 00 00 01 3F B8 00 01 3D 68 00 01 3F
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
98 00 17
0A FC 00 2F
0B FC 00 2F
10 FC 00 2F
0D FC 00 2F
10 FC 00 2F
11 FC 00 2F
10 FC 00 2F
13 FC 00 2F
0A FC 00 2F
0C FC 00 2F
0B FC 00 2F
0E FC 00 2F
0D FC 00 2F
0F FC 00 2F
11 FC 00 2F
0F FC 00 2F
12 FC 00 2F
0E FC 00 2F
12 FC 00 2F
0C FC 00 2F
12 FC 00 2F
13 FC 00 2F
11 FC 00 2F
00 00 00 00 00 00 00 00 00 00 01 3D B8 80 00 00 03 00 01 3F 40
00 00 00 00 00 00 00 00 00 01 40 78 00 01 3D 30 00 01 3F A0
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
80 00 08
03 FF FF FF
07 FF FF FF
02 FF FF FF
05 FF FF FF
06 FF FF FF
05 FF FF FF
02 FF FF FF
07 FF FF FF
98 00 12
05 FF FF FF
04 FF FF FF
03 FF FF FF
01 FF FF FF
07 FF FF FF
08 FF FF FF
07 FF FF FF
09 FF FF FF
06 FF FF FF
09 FF FF FF
05 FF FF FF
09 FF FF FF
04 FF FF FF
00 FF FF FF
01 FF FF FF
00 FF FF FF
08 FF FF FF
09 FF FF FF
Use VirtualBox [or whatever the Mac equivalent is.. is it Parallels?] to run Windows (for lack of a better word) "inside" of your Mac OS.So i don't want to sound annoying by asking this again, but are any of the programs listed in the first post that are also Mac compatible? Or does anyone know some sort of program that allows Macs to read .exe files/programs? Help would be greatly appreciated :D
how viable is this? i've recently tried DVD+R and it didn't workOnce you've done this, open it up and select "Write image to CD". Add the Melee ISO to the write queue, then insert your DVD-R (I've heard it works with DVD+R too). Set the write speed to 2x (higher speeds work too) then burn.
It's generally found in the character's Pl**.dat file, such as PlFx.dat for Fox. If it's for catchable items that the character uses like turnips and Link's bombs they might be in another file that's for item data (non-item projectiles like fireballs, missiles, lasers, etc should definitely be in their character file though). Maybe items would be in PlCo.dat (Co means common)?where do you find this data?
Landing lag, jump lag, and weight among other things are within their attributes, and are grouped near each other in their Pl**.dat. Here is a spreadsheet of Brawl's attributes which are much more known to get an idea. The starting location of their attributes varies from character to character. These are the offsets where they begin:how do you change the landing lag?
The hittable part of a character or object. The yellow bubbles.what does hurtbox mean?
To quote Rare: "Somebody call for meh?".In other news/random notes:
-Milun didn't actually disappear? He hasn't posted here in so long; someone ask him to finally get rid of those annoying bricks in his vertex edit of MK I ^^
I don't really know what you're talking about with face data or w/e, but I thought I might write up another "guide" thing for the PK Flash, to maybe help you/anyone with understanding some of this hex data. Would that be useful/helpful? It's too late for me to do it now, in any case.actually...
I'm new to hacking...
I work more with data conversion...
(trying to get the models to use)
eg:
so if the face data works as such
## ## ## ##
what about face data like this:
## ## ## ## ## ##
I thought it was:
vert, normal, UV
## ## ## ## ## ##
but now I'm being shown that faces can have color data...
hmm...
what could be the format??
lol I took a break from melee to build an mdl0 import/export script for blender...
but look at me now XD
AWSOME :DHere's the complete list of elements:
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 (M2's disable, shieldbreak)
34 .Darkness
38 .Screw Attack (same effect like when you throw it at them)
3C .Poison/Flower
40 .Nothing (no graphic on hit)
I'm getting something very similar to that.
Re-try. I got that and I deleted the thing and did it completely over, the second time I made SURE I didn't make any mistakes and it worked out perfectly, then I realized how much ****ing time it took to make ONE and gave up on doing the entire cast.I'm getting something very similar to that.
I don't know where to put the stuff from offset 20 to offset 220.
Help?
About the Jigglypuff, that was actually a Sonic model hack gone wrong (If you look, you can see she has spines on her back). Her eyes were Sonics, but since they weren't mirrored, her left eye was facing in the wrong direction, so I gave up on it.@Milun:
Awesome job on the stage! Do you think you could add back the blocks on the sides? I actually thought that they add to the gameplay on the stage, unlike the blocks over the middle of the stage. Also, could the lift positions be raised just a bit, so that one can wavedash backwards to the edge, without the lift getting in the way? Btw you definitely need to upload your crazy-eyed blue jiggs ^^
Yes, I died a little inside when I saw that...@nube
Is....is that a red ranger captain falcon?
he posted it a few pages back. or on the texture hacks thread. either way, i'm already using it. awesome work, nube!nube.. we NEED your power ranger falcon..
Did you touch your computer during the burning?k so, i burned SSBM to a disc. Uhh, it was in gcm format not iso or w/e, and it didnt work. Also I did the tutorial so i can play backed up games too. After I checked the disc i burned it to, and it didnt show anything. Can I get some help? :O