• 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!

Best way to learn Melee modding? (Not just textures)

Dnaielson

Smash Rookie
Joined
Apr 21, 2014
Messages
8
I've been interested in learning some of the basics of melee modding for quite some time but I can't seem to find any resources that explain how you can get started. When I say modding, I don't mean things like changing character textures/models, what I'm really hoping to learn is modifying the code for characters. Nothing major, probably just simple things like adjusting jump height, run speed, knockback, etc... I'm a Computer Engineering student so I'm fairly familiar with programming.

Is there any sort of guide anywhere that helps you get started with this? I've searched for something like this many a time but every time I try, all that comes up is guides on texture modding and things like that.


Thanks in advance!
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Modifying Character Attributes (concise):

[COLLAPSE="Character Attribute File Names"]
PlXx.dat

PlBo - Male Wireframe
PlCa - Captain Falcon
PlCl - Young Link
PlDk - DK
PlDr - Dr. Mario
PlFc - Falco
PlFe - Roy
PlFx - Fox
PlGk - Giga Bowser
PlGl - Female Wireframe
PlGn - Ganondorf
PlGw - Game and Watch
PlKb - Kirby
PlKp - Bowser
PlLg - Luigi
PlLk - Link
PlMr - Mario
PlMs - Marth
PlMt - Mewtwo
PlNn - Nana
PlNs - Ness
PlPc - Pichu
PlPe - Peach
PlPk - Pikachu
PlPp - Popo
PlPr - Jigglypuff
PlSb - Sandbag
PlSk - Sheik
PlSs - Samus
PlYs - Yoshi
PlZd - Zelda
[/COLLAPSE]

Download Master Hand (Melee Character File Viewer).

Extract the character file out from your ISO that you want to modify. Open it in Master Hand.

In the "Overview" tab that pops up, there should be a line labeled "AttributesOffset ....."

Take that value and add 0x20 to it. This is the start of the character's attribute data offset in the dat file. 0x20 was added because of the header in the .dat file.

Close Master Hand. Then open up your character .dat file in a hex editor and go to the attribute data offset you calculated.

This 32-bit floating point number is 0x00 of the character's attributes - walk initial velocity.

Attributes (Melee)
See the google spreadsheet at the bottom of that page for a overview of every character's attributes.

Use this site to convert a decimal to a 32-bit floating point number.
 

Dnaielson

Smash Rookie
Joined
Apr 21, 2014
Messages
8
Achilles,

That's awesome, Thanks for the input! I successfully made a few minor attribute changes.

I do have a question though. That spreadsheet doesn't seem to list locations for move specific things, such as knockbacks, percentages, start up times, etc... How might I find these locations? I was poking around in MasterHand and saw some stuff under the subactions tab that might lead me to it but I wasn't too sure.
 
Top Bottom