Siro
Smash Cadet
- Joined
- Jun 5, 2013
- Messages
- 42
More than likely. ^^Those look great (will you be doing marth redux?)
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More than likely. ^^Those look great (will you be doing marth redux?)
Should post those and the TPLs in the CSP threadAhhh so you used the results screen, I never thought of that! Thanks for the info. I actually figured out my own way for making CSPs before I saw your message and made these. I have TPLs of them as well, I dumped these PNGs from Dolphin after inserting the TPLs.
Here are a couple, it's just blue Bowser fire and blue Falcon Punch: http://www.mediafire.com/download/lazlqa065jdvyw1/BlueFireEffects.zipDoes anyone have blue fire effects for any move(s) in the game? If so can you link me to them?
YAYY :DMore than likely. ^^
Good work Veggies! You da man!Added all skins submitted in correct format.
Just wrote this quick code for you.Is there a RAM address that shows the exact state in the animation that you character is currently in? (For example, if I wanted to exactly replicate a shot of Falcon kneeing, I would want an address that would allow me to freeze the game at that exact point during the knee animation)
I've looked at the SSBMO spreadsheet but it's a bit confusing. I used it to get pixel-perfect Marth taunt CSPs but I must have written down something incorrectly or I just don't understand the spreadsheet because I can't get the RAM address I need for Falcon.
C216CDA0 00000006
3DE08045 81EF3130
820F0070 2C10ZZZZ
40820018 A20F0448
2C10XXXX 4082000C
3E000005 920F2278
9421FFD0 00000000
Injected @ 0x8016cda0 - a function that gets hit every frame of the game while in a match. Part of this function adds one to the overall match frame counter (which describes how long the match has taken).
- default code line at this address is: stwu sp,-0x30(sp)
lis r15,0x8045 // 0x80453130 is the static location of the pointer to the start of Player 1's data offset
lwz r15,0x3130(r15) // load the 32-bit word at this address into r15. So r15 now contains the actual start of P1's data offset
lwz r16,0x70(r15) // load the 32-bit word at 0x70 + data offset start into r16 which equals the action state that player 1 is currently in
cmpwi r16,0x42 // does the action state equal...whatever you want. In this case, 0x42 is f-air.
bne- END // if the current action state does not equal the one I want, just branch to the end and skip this code
*if this line gets executed, P1 is doing a f-air
lhz r16,0x448(r15) // load the 16-bit halfword at 0x448 + data offset start into r16, which is the action state frame counter
// the action state frame counter is a 32-bit floating pt. number, but we're only going to be dealing with integers so I'm only going to worry about the first half.
cmpwi r16,0x4080 // is r16, the first half of the frame number, equal to....whatever you want. In this case, 0x4080(0000) = decimal 8.
// so is P1 doing a f-air AND in frame 8 of that action state?
bne- END // if not, then branch to the end and don't perform the freezing part
*if this line gets executed, P1 is doing a f-air and is in frame 8
lis r16,0x0005 // r16 now equals 0x00050000
stw r16,0x2278(r15) // store r16 into 0x2278 + data offset start, which is the "freeze character" address...it's a weird address...
END:
stwu sp,-0x30(sp) // the default code line that was to be executed at the injection point
Every Stage has a Plain Magenta Background and No Stage Textures (1.02) [Achilles]
04452C70 FF00FF00
04453000 00C40000
*The "FF00FF" can be changed to any color value. 0xFF00FF is magenta.
True, nonetheless, you can use it to easily pull out a selection of just your character since it is a nice solid background (erase background tool in photoshop. idk about gimp). Then select pixels of just the character cutout, contract selection by 1 pixel, select inverse, delete. Then any magenta around the edges should be gone and you have a perfect cutout of just your character that you can lay that on a magenta background.The magenta background is a good idea, but I don't know if it will work in practice. Because you'll get a lot of magenta hybrid colors when it mixes with the anti-aliased edges of the character. So you'll have two problems: 1) when you create the palette, you'll be losing precious color count to multiple shades of magenta, and 2) you'd have to then search for and replace all those shades in the tpl for the hexing part.
Thanks Achilles, you never fail to deliver! However I am also wondering what the actual RAM address is that contains that float number that corresponds to the frame in the action state (if such an address exists). I know it's referenced in SSBMO but I am terrible at reading that spreadsheet, sorry for the trouble! The reason why is because I already have the exact pose for 4 CF costumes, but I need to match that pose for the last two (why does he get more costumes than everyone else? ):< )Just wrote this quick code for you.
*Only works for P1Code:C216CDA0 00000006 3DE08045 81EF3130 820F0070 2C10ZZZZ 40820018 A20F0448 2C10XXXX 4082000C 3E000005 920F2278 9421FFD0 00000000
Within the code above,
2C10ZZZZ: ZZZZ = the action state to freeze during. 0x0042 is f-air. Use the action state reference page in the SSBMO spreadsheet.
2C10XXXX: the "4080" is the first 16-bits of a 32-bit float number. This corresponds to the frame during the action state mentioned above that you want to freeze the character in.
Use this website to convert a decimal to a 32-bit float. Use the first 4 hex characters (16-bits) after the conversion in the line above.
Ex. if you want to freeze during frame 4 (dec. 4 = 0x40800000), you would use 4080 as the XXXX value.
Since you're talking about frames, only use integers.
This may come in handy as well.
Code:Every Stage has a Plain Magenta Background and No Stage Textures (1.02) [Achilles] 04452C70 FF00FF00 04453000 00C40000 *The "FF00FF" can be changed to any color value. 0xFF00FF is magenta.
I added ASM notes to the previous post. Hopefully it will help the spreadsheet make sense.Thanks Achilles, you never fail to deliver! However I am also wondering what the actual RAM address is that contains that float number that corresponds to the frame in the action state (if such an address exists). I know it's referenced in SSBMO but I am terrible at reading that spreadsheet, sorry for the trouble! The reason why is because I already have the exact pose for 4 CF costumes, but I need to match that pose for the last two (why does he get more costumes than everyone else? ):< )
Also thanks for the second code, I already saw it in one of your earlier posts and have been putting it to good use, along with the control all humans and remove HUD 20xx toggles So I really only need P1 info, thanks to you.
The spreadsheet holds a lot of powerful knowledge....It's a beautiful thing when things finally "click".Ahhh it's all coming together. Spreadsheet makes (slightly) more sense now. Which is enough for my purposes haha. Thanks Achilles! Incoming Falcon CSPs
Let me rephrase that (i didnt write it that well)Does anyone know how to do shadings in paint.net or paint?
Also see this post which gives another explanation of how to use the data offsets.Ahhh it's all coming together. Spreadsheet makes (slightly) more sense now. Which is enough for my purposes haha. Thanks Achilles! Incoming Falcon CSPs
Done.With @Sham Rock figuring out recently how to add files to the disc image, I may be able to figure out a more streamlined method for adding and replacing CSPs, perhaps with @ Achilles1515 's help.
Not the idea I was going for, but this is nice too.
Would be pretty random if it was the same. What did you have in mind?Not the idea I was going for, but this is nice too.
Actually what I wanted to do is take the CSPs out of MnSlChr.dat/usd and load them straight from the disc. However, this may be difficult in that in the dat the palettes are after the data, but are before the data in the tpls. I want to either find a way to load CSPs from the TPL in the normal way, or simply make a format for this, which will simply be loaded where the CSP goes.
You probably already know this, but in the MnSlChr.dat, the CSPs are lined up data first, and the palettes right after, in one large block. I was thinking of just putting the CSPs in it's own file and load it from there, instead of loading from MnSlChr, which will save a step, and make CSP replacement more streamlined.Would be pretty random if it was the same. What did you have in mind?
Oh, I see. Maybe a ".csp" format, huh? That would be cool.You probably already know this, but in the MnSlChr.dat, the CSPs are lined up data first, and the palettes right after, in one large block. I was thinking of just putting the CSPs in it's own file and load it from there, instead of loading from MnSlChr, which will save a step, and make CSP replacement more streamlined.
Marth Redux Version 1 (Replaces Neutral)
Made By: Siro
Download: https://mega.co.nz/#!VgpH3axZ!sVPYEhKW8cJRw1YkonmSquf11emWRrMHEDtw1TcUJKY
Is there any way you could upload these to Mediafire? Filedropper is not working on my computer.'ello!
Jester Young Link - Patches Young Link's white costume, based off the blue jester from gauntlet dark legacy. Also comes equipped with Troll Shield.
Made by FrederickCrescent
Download: http://www.filedropper.com/plclwh
Raven Knight Young Link - Patches Young Link's Green/Normal costume.
Made by FrederickCrescent
Download: http://www.filedropper.com/plclnr
Sword effect: http://www.filedropper.com/plcl
Awesome CSPs!!!
I wish. No one active knows how to do Melee vertex hacking.I have a simple request.
It's time to get into that Christmas spirit
What I'm looking for is fairly simple. I'd like a tiny Santa hat on Fox in Melee. I'll figure out how to load the skin into 20xx myself, I'm fairly new to all of this. Suit colour is optional, red would be nice but I think it'd be entertaining even on vanilla fox.
The Red Fox CSP from the first post on here seems like a great colour to compliment it.
But, again, if you just wanna toss a Santa hat on vanilla fox skin, that's fine with me. If you want to go all-out and make Fox a santa suit, that's cool too :D.
I figure it's easy enough to find a small Santa hat vector, so I haven't included any here. If you need any further clarification, or something like this, please reply.
Sorry for being new to all of this. Just want to have some fun smashing over the holidays.
EDIT: Using Google found a Puff in Brawl that is pretty much exactly what I am looking for. Here's a pic for reference.
Who did Rosalina and Batman?I wish. No one active knows how to do Melee vertex hacking.
I take it you mean that changing colours on an existing skin is easy, but adding something is hard? Hmm.I wish. No one active knows how to do Melee vertex hacking.
wrong format look at front posti made a thing! dark/evil captain falcon, over pink/white https://www.mediafire.com/?9qpton6t74r7ugt
screenshots:
Front
Back
yes, that is a nazi falcon holding the smash logo. but hes evvvvviiill man. sorry if this offends anyone :/
Added
Saikou Fox (C9) (Replaces Blue)
Made By: Siro
Download: https://mega.co.nz/#!wpQUXb5K!RT4LSGQp9z7nQ5Px_kPQkIoME2ei_3lrfxvsVf05k5A
Mizushiro Fox (Replaces Neutral)
Made By: Siro
Download: https://mega.co.nz/#!4hxzyZxR!u8-Vrm7ZjljD8NYhxhozWh4SpprVPwRVoWSUdEejWqE
Marth Redux Version 1 (Replaces Neutral)
Made By: Siro
Download: https://mega.co.nz/#!VgpH3axZ!sVPYEhKW8cJRw1YkonmSquf11emWRrMHEDtw1TcUJKY
Adding something is impossible to everyone except maybe 1 or 2 people.I take it you mean that changing colours on an existing skin is easy, but adding something is hard? Hmm.
Not sure.Who did Rosalina and Batman?
Correct.I take it you mean that changing colours on an existing skin is easy, but adding something is hard? Hmm.
It's a shame really, I'm dying to change models in Melee. We could do so many cool things with it. Hopefully tcll gets his converter to the point where we may alter these models.I wish. No one active knows how to do Melee vertex hacking.
Looks Good :D
Name: Game and Watch Kirby (replaces White)
Made By: DJLO
Download Link Here:http://www.mediafire.com/download/fekmqh5jmm42d15/PlKbWh.dat
had the same issue as this guy so he switches back to white if you stand still for too long. soooo just dont stand still!