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Brawl Reskins: Custom Alt Colors (No burning needed)

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Raganook

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Oct 8, 2007
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104
Hmm, here is something interseting.

Game & Watch has no instances of "Tex0" in his sole .pac file. As a matter of fact, his sole .pac has no textures in it at all.

How weird is that?
 

SOLiD-SONiC

Smash Rookie
Joined
Jul 28, 2008
Messages
6
Location
New York
fierce diety link... oh nevermind. ._. that's the best texture i've ever seen for a character so far.
big boss snake eater.
lol stealth camoflague outfit snake, there's a challenge.
snake needs a gay outfit, captain falcon and metaknight got one. :/ pink is top tier apparently.
cd-i link
waddle doo kirby, an eye swallowing someone would be hilarious.
make a roy themed ike! people would worship you for that!.. ._. i would, i mean it's possible, right?
dark ice climbers. -shrug-
gary oak pokemon trainer.
people would like darkspines sonic.
maybe a toon link to the past.
personal request, zelda with midna colors. (plz. PLZ.)

just throwing some suggestions out there since i couldnt possibly do this myself.
 

Raganook

Smash Apprentice
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Messages
104
Weird thing...

All of the icons for lives in stock matches are screwed up when put through TPLX. They don't screw up however when put through TPLConv. They are all 8+2 files, FYI...

EDIT: Wow, also EACH .TPL file has *five* instances of PLT0. I'm so lost...
 

Androu1

Smash Apprentice
Joined
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Messages
93
I just noticed that one of Sonic's alt colors was probably cut before the game was finished.

His files are:

FitSonic00
FitSonic01
FitSonic02
FitSonic04
FitSonic05

EDIT:I got the SDK,but...I don't understand how to use TexConv...anyone care to explain?
 

Pharrox

Smash Journeyman
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Messages
397
Location
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PLT0 don't store any data other than a table of colours. It's the certain TEX0 files that reference these PLT0s.
(So a PLT0 viewer alone won't do you much good)
Yeah, I know. However, based on what I can tell that table is stored in a small converted .tga image. Right now the only way to make reliable palettes is to use the image you're converting for tex0. I think being able to view the palettes might help by allowing the editing of palettes seperately, which could lead to different methods for reconverting them.

Really I'm pretty confused by this. As long as any texture image is converted in the right format, it will match up with the game's data. Same thing goes for RGB565 palette files. However, RGB5A3 palette files don't even seem close to their original and won't match up in the file.
 

Raganook

Smash Apprentice
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104
Pharrox, stock images have multiple PLT0 references in their hex. Multiple palettes for a single image, wtf?
 

GaryCXJk

Smash Lord
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Hmm, here is something interseting.

Game & Watch has no instances of "Tex0" in his sole .pac file. As a matter of fact, his sole .pac has no textures in it at all.

How weird is that?
It's not that weird. If I'm correct, Jigglypuff's lower half does not have a texture at all, at least for the trophy. These parts don't need the texture, because they're just one single color. Mr. Game & Watch therefore is always colored in one certain coloured material. This goes for both his inner as his outline.

EDIT: For the RGB5A3 textures, are you sure you've got the format right?

I mean, you do know that when the word integer is a negative number (the first bit is 1), it will use 1rrrrrgg gggbbbbb, otherwise 0aaarrrr ggggbbbb, right?
 

Raganook

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Messages
104
Ah, that's what I assumed. "weird" was a bad word. the word I was looking for was "****, now I can't change his texture"

---I want to make sure this information wasn't missed---

EDIT: For the RGB5A3 textures, are you sure you've got the format right?

I mean, you do know that when the word integer is a negative number (the first bit is 1), it will use 1rrrrrgg gggbbbbb, otherwise 0aaarrrr ggggbbbb, right?
 

Androu1

Smash Apprentice
Joined
Jul 21, 2008
Messages
93
Can someone explain to me how to use the TexConv.I don't understand that part of the guide.
 

Raganook

Smash Apprentice
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Oct 8, 2007
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104
Just copy the example in the guide, changing the part in brackets with the corresponding # denoted in the tutorial.

To be frank, if you are stuck at that part, I have my doubts you will be able to do the rest successfully.

EDIT: I guess I should be nicer.

.TGA files end in ##(+#). Lets pretend there is no +#. You just take the ending ##, look in the tutorial for the matching type, and input it into your .TCS in the portion denoted by the guide in brackets.

If it ends in +1, follow the instructions in the guide.

If it ends in +2, you are stuck with the rest of us.

Navigate the command prompt to the folder that contains texconv.exe, and type the command "texconv [TCS File] [TPL File]", where "TCS file" is the full name of your TCS file, and "TPL file" is the desired name for your outputted TPL file.
 

Androu1

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Jul 21, 2008
Messages
93
Actually,I myself have doubts that I will be able to do this.But,I guess I should AT LEAST try.

I didn't understand what I had to do with TexConv and stuff,but now I know.I did what you say...now,TexConv says there is no alpha layer in the file.I don't know what to do now.

EDIT:I feel dumb for this,but I didn't know what to do with TexConv because I didn't scroll down,to where it was explained.This is one of those moments I just want to laugh at myself.
 

Raganook

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Messages
104
I'm glad you figured it out :)

Be sure to post up screen shots of the finished product if it works out for ya! If you still have problems let me know, I'll be more helpful :p
 

Raganook

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Messages
104
Gary, every time I try googling various things in regards to this +2 problem I end up with websites and posts with YOU as the author :p. I feel like you already know the answer to the problem at hand.

So do you have any idea why, when a .tcs file that is done exactly as I posted it before, the file generated ends up being a completely white texture, with a palette file that doesn't even resemble the original?
 

Androu1

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Messages
93
I'm glad you figured it out :)

Be sure to post up screen shots of the finished product if it works out for ya! If you still have problems let me know, I'll be more helpful :p
Being an Brawltographer at NintendoHub.com,taking snapshots and posting them in every smash site I am registered is a must.

But,I have a problem as of now.When I try to make the tpl of FitPikachuParts02 I get an error saying "there is no alpha layer".

I don't know what to do.The image does have alpha enable,and I can't make new layers on it.

Also,just to make sure,doing the Indexed Color thing is a MUST,right? (I DID do that)

EDIT:I tried with another texture and got the same error.
 

Raganook

Smash Apprentice
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Messages
104
Androu, get Xfire and I'll walk you through it.

If you already have it, add "lunaratic"
 

Pharrox

Smash Journeyman
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Messages
397
Location
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EDIT: For the RGB5A3 textures, are you sure you've got the format right?

I mean, you do know that when the word integer is a negative number (the first bit is 1), it will use 1rrrrrgg gggbbbbb, otherwise 0aaarrrr ggggbbbb, right?
I usually try to avoid editing like this if at all possible. I am using a converter that should make the textures and palettes for me after supplying the .tga image. It has always worked with any other kind of format up to this point. The tex0 and plt0 file it generates should be the same size as the original found in the .pac. However when it generates a RGB5A3 palette, it is smaller than the one in the .pac.

For example, say I have the original .tpl from a pac with a RGB5A3 palette. I use texconv to make a new .tpl with the same texture and palette. When I extract both tpl files and look at the extracted textures they are the same. However if I open them in a hex editor and compare them, the one generated in texconv will have a smaller palette. This means that the new palette can't be copied over the old palette. Even though they both work, since one is smaller than the other, the data won't match up so the game won't read it properly.
 

Mikey Lenetia

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MikeyLenetia
Ah... I have to say, the costumes for Peach, Luigi, and Charizard should have been costumes in the real game. I know I'd play that costume for Peach if it was in it(once the popularity of it would die down a bit first, though >_>).
 

Raganook

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Messages
104
You know, this is crazy weird...

I just realized that Ike's hair is a +2 texture file. When we turned him into cloud strife, his hair successfully turned yellow.

Looking at my .TPL, the palette is almost ENTIRELY blank, and definitely longer than the original. How the hell did I get it to work...
 

Menneb

Smash Rookie
Joined
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Messages
12
Can someone please give me the rest of the Zamus textures? I only have a pdf of her suit.
 

GaryCXJk

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I get what the problem is.

The problem with SSBExtract is that it doesn't convert to TPL properly. So, the extracted PLT0 file might possibly be the correct size.

The best thing to do is create a batch file which opens like SSBExtract, and add "ssbextract.exe %1 majumble" or at least something as the last part, since it then extracts the TEX0 and PLT0 files separately.

Or, that part should be before the actual file. I forgot actually.

EDIT: +0 is IA8, +1 is RGB565 and +2 is RGB5A3. I actually didn't know what you meant.
 

Raganook

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104
Attempting this right now...

EDIT: err...ok, I don't actually know how to do this ;)

gary said:
I get what the problem is.

The problem with SSBExtract is that it doesn't convert to TPL properly. So, the extracted PLT0 file might possibly be the correct size.

The best thing to do is create a batch file which opens like SSBExtract, and add "ssbextract.exe %1 majumble" or at least something as the last part, since it then extracts the TEX0 and PLT0 files separately.

Or, that part should be before the actual file. I forgot actually.

EDIT: +0 is IA8, +1 is RGB565 and +2 is RGB5A3. I actually didn't know what you meant.
 

Pharrox

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I get what the problem is.

The problem with SSBExtract is that it doesn't convert to TPL properly. So, the extracted PLT0 file might possibly be the correct size.

The best thing to do is create a batch file which opens like SSBExtract, and add "ssbextract.exe %1 majumble" or at least something as the last part, since it then extracts the TEX0 and PLT0 files separately.

Or, that part should be before the actual file. I forgot actually.

EDIT: +0 is IA8, +1 is RGB565 and +2 is RGB5A3. I actually didn't know what you meant.
Okay, for example:

Here is a picture of the palette data as it appears in the .pac (as well as the .tpl extracted from the .pac):
Original

Here is a picture of the palette data after I make a new .tpl with texconv:
New

The first thing I'd like to point out is how down at the bottom it says how many bytes are selected. The actual palette data, from the .pac is 0x1E0.

With everything else this is really easy. When a new texture or palette is created, as long as it's the right type then number of bytes will line up perfectly with the original in the .pac file. Because of this the new data can just be copied over the old data and everything will line up perfectly. This works for all textures I've seen as well as RGB565 palette files.

The RGB5A3 palettes have a weird problem however. As demonstrated in the pictures above their data does not line up properly because the new palette is less bytes than the original. I am not 100% sure that what I have selected in new .tpl file is the exact palette data, but I have tried a ton of combinations trying to get it to work.

As I've said before, both are openable with tplx and tplconv, so both have valid palettes, but when I try to move the new tpl's palette over to the .pac it doesn't line up, resulting in distorted textures when played in game or extracted.


EDIT: also, what are the features of the new lz77ex? I noticed the progress bar, and I think it has Vista support. Can it recompress back into lz77? From the comments in your post I thought so, but I couldn't see how to do it (didn't spend much time looking though).
 

GaryCXJk

Smash Lord
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Messages
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No, I never said the LZ77 decrypter could encrypt it back to LZ77 files. I only said it's easy to reverse the process.

Also, if the new palette data is smaller than the old one, but the TPL file converts just fine and the texture data is just as big as the original, then couldn't you just pad the new palette at the end to have the same amount of palette data? It just seems that your new textures use less colors, so the extra colors at the end just never get used.
 

Raganook

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I know for a fact that doesn't work, as I tried padding both the beginning and end of the file to no avail.

EDIT: Actually, there is more to this than that...

When it comes to large files, such as Ivysaur's leaves (which are +2 textures) and Ike's hair (which are +2 textures), we have successfully imported edited files without any problems. The palette files generated still end up being too small, so I end up just padding the top, and it works just fine.

This is NOT the case with smaller files, such as stock icons, pupils and eyes (For example, any of Toon Link's expressions, Ivysaur's eyes, Marth's pupils). In all these files, attempting to insert the new palette and padding either top OR bottom results in a completely single-color texture.
 

Pharrox

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I think I may have made an important discovery. It has to do with how photoshop creates palettes for index colors. Unfortunately I don't have time to look into it right now, so I'll have to wait 'til tonight to verify if I'm correct.
 

Raganook

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I think I may have made an important discovery. It has to do with how photoshop creates palettes for index colors. Unfortunately I don't have time to look into it right now, so I'll have to wait 'til tonight to verify if I'm correct.
Awesome. I cant wait to hear the results
 

Androu1

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93
OK.I fixed my mom's laptop so I can use Vista and do the whole thing from the start so it's easier.

But,now WiiScrubber doesn't work on it.I copy-pasted the WiiScrubber in my PC to the laptop,so what's the problem? It can't open the ISO.
 

Sora Master2.0

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Nov 28, 2007
Messages
313
I love what you guys do, i really do.
SAME. I love what they do even if I can't.
EDIT:Okay, I know were justing messing with the textures at this point, but would it be possbible some how to make it where we get Gannon using his sword? I know Pharrox is looking into models and such, but still think we could do this? Maybe with a USB Gecko?
 

Pharrox

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Well CRAP!!! :mad: I'm not gonna go into details, but I just realized I made a really simple mistake which has set me back hours. I'm probably going to have to start testing from the very beginning. Hopefully now that I corrected this mistake it won't take long to figure out.
 

Raganook

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yeah, we post all our updates on that GBATemp topic, as well as Ghosteo.net...

...I'm omega-sorry to hear that pharrox :( Remember! Its for a good cause! :p
 

Pharrox

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I may have been wrong about the new palette being smaller than the original. Now I'm beginning to think the new palette is too big.
 
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