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Brawl Reskins: Custom Alt Colors (No burning needed)

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Pharrox

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Yeah, but I don't think they are needed. I filled the last two lines with all zeros and it still extracted okay. Actually, I've managed to get it to work almost perfectly except for two incorrect colors in the palette. I'll edit this post to show you what I mean.

EDIT: Fun with palettes
 

Pharrox

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Don't know, never worked with it before. Mess around with the alpha settings of the tcs file (I shouldn't have to explain how to do this ;)). Right now my priority is figuring out RGB5A3 palettes.
 

Raganook

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Didn't mean to distract you :p

Anyways, I got it, it was small just like I thought
 

NoLuvNoLife

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i know this is not particularly following the topic but...

i know this doesnt fit into this topic but does anyone know what language brawl was programmed into? you guys talk about modding the color schemes of the characters but did u guys actually got into the game? if u guys know anything can u please tell me? thank u so much!!!
 

GaryCXJk

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Right now my priority is figuring out RGB5A3 palettes.
Like I said, when the integer (consisting of two bytes) is negative (or the first bit is a 1), it's RGB5 (1rrrrrgg gggbbbbb), otherwise it's RGB4A3 (0aaarrrr ggggbbbb).

You could have found out though by looking at the source code of tplconv.
 

Pharrox

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Like I said, when the integer (consisting of two bytes) is negative (or the first bit is a 1), it's RGB5 (1rrrrrgg gggbbbbb), otherwise it's RGB4A3 (0aaarrrr ggggbbbb).

You could have found out though by looking at the source code of tplconv.
Alright, please forgive the fact that I'm a complete noob at stuff like this. Anyway, I get what you mean about the first bit being 1 meaning it's negative, but I'm kinda confused after that.

So for example, the bytes 0xFFFF = 111111111111111.

The first bit is 1, so RGB 5, 1rrrrrgggggbbbbb. So I take the next five bits, and get a total of 31 for red, then the same for green and blue. But where do I go from there?

I'm looking at the tplconv source, but as I say, my knowledge of that is very limited. I'm going to keep looking at it and do what I can, but any more help would be greatly appreciated.
 

GaryCXJk

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Sorry to say this, but it's always common knowledge to pad color values with less than eight bits. Color values are rarely converted with just five bits, they are always complemented with either zeroes, or a repetition of the bit string.

If a red value is 10110, then you won't output 22, since that would be a rather dark red. Instead, you pad it at the end, making it 10110000 (which is 176), or repeating the bit value until it makes up the eight bits, like 10110101 (which is 181, consisting of the original bit value, 10110, and the last three bits from the right, 10110).

This is common knowledge. Color values always go from 0% to 100%. In fact, if you really want, you could just calculate the color value by taking the current color value (10110 or 22), dividing it by the maximum color value (11111 or 31), so you would get the ratio (22 / 31 = 0.71), then multiplying it by 255 (which is 181).
 

Androu1

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Ohshiz,I'm bummed.Lucas and Sonic have +2 textures.This blows...we need a list of which characters have those so people that wanna evade them don't start with them.

I know these have +2 textures:

-Sonic (body)
-Lucas (one of the leafs or something like that)
-Snake (face,Raganook told me so)
-Toon Link (face,Raganook said before)
-Ike (hair,Raganook said before)
 

hippochinfat!!

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http://gbatemp.net/index.php?showtopic=97324

So Ghosteo and his BUDDEHS are releasing a new texure every day now apparently. The newest one though, Louie, I just think is really bad. I mean, Louie wore white and not Yellow. There's a costume for Olimar in Brawl that has blue gloves and a blue antenna, that looks a lot more like Louie. I just felt like saying that since it's the first texture that didn't wow me.
 

Androu1

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I think that Olimar texture is very cool...but he doesn't look like Louie.
 

Raganook

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Well, if two people are already disappointed, it's obvious that we will have to focus on him more than others when we enter the touching up phase of the project.

Thanks for the feedback :)
 

Androu1

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Well, if two people are already disappointed, it's obvious that we will have to focus on him more than others when we enter the touching up phase of the project.

Thanks for the feedback :)
It's not dissapointing.Is just that it doesn't look like Louie.Also,what's up with the leafs of the Pikmins?
 

Raganook

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Just to give Louie distinctive flavor. Seeing as he loves blue so much, we decided the pikmin he plucks would reflect it.

Do you think there is anything we can do, without changing the model itself, to make the resemblance closer?
 

Pharrox

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Sorry to say this, but it's always common knowledge to pad color values with less than eight bits. Color values are rarely converted with just five bits, they are always complemented with either zeroes, or a repetition of the bit string.

If a red value is 10110, then you won't output 22, since that would be a rather dark red. Instead, you pad it at the end, making it 10110000 (which is 176), or repeating the bit value until it makes up the eight bits, like 10110101 (which is 181, consisting of the original bit value, 10110, and the last three bits from the right, 10110).

This is common knowledge. Color values always go from 0% to 100%. In fact, if you really want, you could just calculate the color value by taking the current color value (10110 or 22), dividing it by the maximum color value (11111 or 31), so you would get the ratio (22 / 31 = 0.71), then multiplying it by 255 (which is 181).
Sorry for my ignorance. :) Please keep in mind, I've never even taken as much as a typing class. Everything I know about computers and how they work is basically stuff I learned from a lot of googling. If it's something I've never had to work with before (which is the case here), I probably don't know it.

Anyway, thanks for your patience and putting up with my stupid questions. I'm doing a lot of reading to learn more so I hopefully won't have as many in the future.
 

Raganook

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Any status updates pharrox :p?


UPDATE: Here's an interesting puzzle. FitToonLinkHand is a tex#00_14+2

...#_14 textures can't have palette files oO
 

Pharrox

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Well, thanks to Gary's explanation, after looking over it a little more I think I understand what's happening. The new palettes are two lines (32 bytes) longer than the original. They begin and end at the same place RGB565 palettes do in the .tpl file (third line from the top, four lines between it and the texture).

If you copy it over excluding the last two lines, most of it will be right, as seen in the pictures I posted above. However, it continues to look for those last two lines, even past the endo of the file. In Marth's case it begins reading the first two lines of the first texture file. This results in colors appearing in the texture that aren't suppose to be there.

At this point there is no fix, as it would require making a completely new brres file to hold the larger data and still have the correct offsets to all the other files.
 

Raganook

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New problem Pharrox:

Sometimes multiple palettes are extracted with a texture.

Such as: Every single Toon Link texture
 

Pharrox

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Since it only happens for Toon Link and it happens on textures that shouldn't have palettes, my first thought is a glitch. Run TL's .pcs file through the lz77 extractor, rename it with .pac, and try extracting that.

Also, try extracting Toon Link's 001.brres with seperate palette and texture files. Run SSBextract from the Command Prompt and type:

Code:
ssbextract FitToonlink00.pac pikaissexy
 

Raganook

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If I create the palette file separately, how am I supposed to re-combine it :p?

Also: I just opened them up in a hex editor, and although the palettes are screwy, the texture itself is the correct length.

EDIT: trying the lz77 method...
 

Raganook

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Lz77 method turned up the same thing. Ah, ok, attempting...

It didn't work? I typed in what you have above, it didn't do anything unusual, just produced .brres files
 

Raganook

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Ah, well doing it that way extracted only the single palette, no glitches, no multi-palette nonsense

EDIT: It's too bad we can't work with the palette files separately like this! They are nice, clean, the right size....

EDIT2: Wow, that #_14 file really *does* have a palette....which should be impossible....weird
 

Androu1

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Just to give Louie distinctive flavor. Seeing as he loves blue so much, we decided the pikmin he plucks would reflect it.

Do you think there is anything we can do, without changing the model itself, to make the resemblance closer?
Well,his costume scheme is what makes him look "not so Louie".I quess that if you just add the blond hair to Olimar's blue costume and add the blue Pikmin leafs it will look more "Louie".It's still an awesome texture change you guys did,tho.

Also,I have an question...Lucas has an +2 texture that is for the leaf of his stick (I think)...I don't care about that thing,so what can I do to add the textures that I did and skip that +2 texture but still get the game to work?
 

Raganook

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Just ignore that file

It's actually seemingly NOT a glitch.

When I just separated palettes and textures, I was left with a CMPR texture with a corresponding palette. There is also one more palettes than +# textures.
 

Androu1

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Like...totally ignore it? Just asking,what would the thing that use that texture look like? Weird/white/messed up or would it look like it looks normally? Also,when I'm enumerating (sp?) I have to skip that number as well...like 1,2,3,(+2 texture,so I don't put it),5?

EDIT:I also have to skip the hex part that correlates to that file,right? I'm kinda nervous,I am gonna be inserting 3 textures tonight.I also have the idea for the most epic Ness re-texture ever.
 

Raganook

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If you leave it alone, it will look like it always did. Yes, skip it when you are numbering.


WTF?

I corrected a .TPL file so that it only displayed a single palette and a single texture, and it completely messed up the file....Ugh.
 

Pharrox

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Odd. I'll look into it more tomorrow.

As for thing like the leaf texture for Lucas, as Raganook said, just ignore it. If you leave both that palette and texture the way they are there won't be any problems. Just change the textures that would matter like the face and body textures.
 

Raganook

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Ah...I get it now...

Toon Link is very problematic. The reason that it extracts multiple palette files seems to be because it needs the texture file to be at a certain offset. When I removed the redundant palette file and opened it in photoshop, the entire image had shifted to the left. If I zero out the extra palette then it looks fine.

Here is the issue: Photoshop, when it saves the new palette, has it take up the same amount of room as the combined total of the Real Palette+Redundant Palettes, hence it is 100% unusable. I guess the REAL question is this: if the redundant palettes are removed (and the image henceforth shifts), but I redraw the image to be correctly centered, will the file still work...

What we REALLY need, it seems, is the ability to save the palette portion separately...
 

Androu1

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OK.But now my Wii stopped reading backups and I may go crap some pancakes because of that.It can't be the modchip...I've only played my ORIGINAL Brawl today.

And it's good to know that if I ignore an +2 texture it will just stay the same.

You guys sure are helpful.I may link to this topic when I post pics of them at BrawlSnapshots.com (off course,MY pics of MY textures)
 

Raganook

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OK, I've done some MASSIVE experimenting with toon link...

*If you correct a toon link file so that it has only 1 palette, and then edit the file as-is (off centered to the left), then it will appear centered in the game, however your palette file is (strangely) generated way too large...WAY too large...

*If you correct a toon link file so that it has only 1 palette, and then paste a correctly-justified file over the off centered one, it is OFF centered in-game.

*If you use a toon link file with multiple palette files, the picture is correctly justified, though there is just no way for the palette to match, and hence the colors are crazy messed up. (UPDATE) I just tried this right now with Toon Link's Iris. The result was a completely screwed up half-transparent half-white iris, instead of bright red

I'm afraid this character is simply not possible until we have greater control over +2 palette files...
 

SpyX

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It's possible to give an iso with different texture plz? Because I'm not english, and the tut is very difficult ^^'
 

Mic_128

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S’il vous plaît ne pas demander pour les fichiers ISO, car ROM et Emulateurs sont illégales dans de nombreux pays, et un piraté ou modifiés iso est encore une iso piratés.

Il existe des outils bien que vous pouvez utiliser pour coller le textures modifiés dans l'iso mais si vous pouvez trouver un ailleurs. (Google est votre ami)


Please don't ask for ISO files here, because ROMS and Emulators are illegal in many countries, and a hacked or modified iso is still a pirated iso.

There are tools though that you can use to stick the modified textures into the iso's though if you can find one elsewhere. (Google is your friend)
 
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