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Changing Color Effects in Melee!

Skeptixz

Smash Cadet
Joined
Apr 3, 2015
Messages
26
Location
Chile
Does someone have a different color pikachu thunderball ? (B)
I would really really appreciate it if someone could make it, maybe green or red, anything would be real cool
:025::pikachumelee::pikachu2::4pikachu::GCB::pikachu:
 

Astaroth

Melee-Fan
Joined
Jan 12, 2014
Messages
42
Location
Bavaria - Germany
Does someone have a different color pikachu thunderball ? (B)
I would really really appreciate it if someone could make it, maybe green or red, anything would be real cool
:025::pikachumelee::pikachu2::4pikachu::GCB::pikachu:
You could make the colors for the thunderball yourself by following this guide.
If you don't want to, here's something I've made for you.
- Pikachu's Aerial Thunderball in red
- Pikachu's Ground Thunderball in red/black
- Pichu's Aerial Thunderball in red
- Pichu's Ground Thunderball in red/black
Of course the download is for everyone
I hope you like it :awesome:
 

Bennyandthejetz

Smash Rookie
Joined
Mar 27, 2015
Messages
9
Darkness
(Hyperlinks below are pictures)
Purple and black shine.
Purple and black select hand.
Purple and black re-spawn platform.
Falco's down air now has a darkness effect (also applied it to fox's up-smash).
Clouds turned to purple some mixed with black (if you don't know what I mean refer to Goatlinks posts above).
Purple lasers for both fox and falco.
Illusion/Phantasm changed to purple for fox and falco.
Charging smashes has darkness effect.
Also has the darkness up-b that lance made.
EDIT: Forgot about Marth with Purple and Black Sword Trail (also has darkness effect on down air and neutral B).
-/*\- Download -/*\-

I don't want to double post so...

I was trying to get 990099 into RGBY format, but I must have done something wrong because what I did freezes the game.
Here is the Calculation

990099
R: 153/8 = 19 * 1024 = 19456 >> 4C00

G: 0/8 = 0 * 32 = 0 >> 0

B: 153/8 = 19 >> 13

x4C00 + x0 + x13 = x4C13

x4C13 + x8000 = *[(CC13)]* << I put that in for the lasers and it ended up freezing my game, help would be appreciated.
Does anyone have the darkness effect for falco's dair? It doesn't seem it be in his downloads anymore.
 

Skeptixz

Smash Cadet
Joined
Apr 3, 2015
Messages
26
Location
Chile
You could make the colors for the thunderball yourself by following this guide.
If you don't want to, here's something I've made for you.
- Pikachu's Aerial Thunderball in red
- Pikachu's Ground Thunderball in red/black
- Pichu's Aerial Thunderball in red
- Pichu's Ground Thunderball in red/black
Of course the download is for everyone
I hope you like it :awesome:
Nice man, I like it!!
Looks real nice, thanks a lot :)
 

OmnipotentSpoon

Smash Cadet
Joined
Mar 8, 2014
Messages
37
Okay, so I've been looking into the transparency values that are used for the 42 48 format and think I have it figured out.

So if you don't know what this means, if you have a string like "AA AA AA FF BB BB BB FF CC CC CC FF DD DD 00 00 42 48" the A's are the first color of the format, the B's are the second color, the C's are the third color (which are almost always FF for color effects because they affect the reflected color, it'll be different in some of the character skin files, if there is interest I can write a more complete guide now that I don't have class) and the D's are the transparency value.

What I've learned is pretty simple, the D's are what affect the transparency value, the 0's don't seem to change anything. We knew this already but I haven't seen anything about what ranges were acceptable, probably because in the files they are always either "00 00" or "3F 80". I've found a few things:
  • The D values can be anything without crashing (at least in my testing on mewtwo and mario).
  • If the DD DD value is between 00 00 and 3C 80 there is no change in the effect
  • If the DD DD value is between 3C 80 and 3F 80 the opacity will increase
  • Between 3F 80 and 7F 80 the opacity stays the same
  • Once 7F 81 is reached the transparency reverts to 00 00, and stays that way until FF FF
So basically, if you want to adjust the transparency you have to set it somewhere between 3C 80 and 3F 80. It makes things a lot easier when looking for an effect that has it set to 00 00 initially because when it is set to max opacity the effect usually appears as a bright rectangle/square.

I made an album with results visually in order to show how it works in better detail. The ones that are labeled with only to numbers, "30" or whatever, the second set of D's are both 00, so 30 00 in the previous example.
This is the entire album: http://imgur.com/a/v9u0P#0

A more basic look is given by these two images:

Transparency value of 3F 80

Transparency value of 00 00

Also, does anyone want a guide on how I find color effects? It's kinda just trial and error changing stuff in the .dat files but I've got it down to a science at this point.
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Okay, so I've been looking into the transparency values that are used for the 42 48 format and think I have it figured out.

So if you don't know what this means, if you have a string like "AA AA AA FF BB BB BB FF CC CC CC FF DD DD 00 00 42 48" the A's are the first color of the format, the B's are the second color, the C's are the third color (which are almost always FF for color effects because they affect the reflected color, it'll be different in some of the character skin files, if there is interest I can write a more complete guide now that I don't have class) and the D's are the transparency value.

What I've learned is pretty simple, the D's are what affect the transparency value, the 0's don't seem to change anything. We knew this already but I haven't seen anything about what ranges were acceptable, probably because in the files they are always either "00 00" or "3F 80". I've found a few things:
  • The D values can be anything without crashing (at least in my testing on mewtwo and mario).
  • If the DD DD value is between 00 00 and 3C 80 there is no change in the effect
  • If the DD DD value is between 3C 80 and 3F 80 the opacity will increase
  • Between 3F 80 and 7F 80 the opacity stays the same
  • Once 7F 81 is reached the transparency reverts to 00 00, and stays that way until FF FF
So basically, if you want to adjust the transparency you have to set it somewhere between 3C 80 and 3F 80. It makes things a lot easier when looking for an effect that has it set to 00 00 initially because when it is set to max opacity the effect usually appears as a bright rectangle/square.

I made an album with results visually in order to show how it works in better detail. The ones that are labeled with only to numbers, "30" or whatever, the second set of D's are both 00, so 30 00 in the previous example.
This is the entire album: http://imgur.com/a/v9u0P#0

A more basic look is given by these two images:

Transparency value of 3F 80

Transparency value of 00 00

Also, does anyone want a guide on how I find color effects? It's kinda just trial and error changing stuff in the .dat files but I've got it down to a science at this point.
Nice. By the way, it's not just 0x3F80. It's a 32bit floating point number.

0x3F800000 = 1.00.
0x3F000000 = 0.50
Etc.

Also, what about the lime green platform color on Pokemon Stadium? I forget if you've already tried looking for that or not. No one has ever been able to find it.
 
Last edited:

Astaroth

Melee-Fan
Joined
Jan 12, 2014
Messages
42
Location
Bavaria - Germany
lol we have texture, effect, stage and model hacking, we have Project M, we have the 20XX Pack and now we even have this
but nobody knows how to change the color of these damn red rings:



that's hilarious and sad at the same time lol :facepalm:
 

divekicked

Smash Cadet
Joined
May 1, 2015
Messages
51
Last edited:

The Shadow

Smash Apprentice
Joined
Dec 22, 2013
Messages
131
Location
Minnesota
Ok so after an extremely puny start I finally got something started with changing color effects it took me 3 hours just to figure out and do this, but we start slow right? Can i get some input on changing the entire color? Im trying to change it to vegas gold, and i need some help on figuring this out.
 

Attachments

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Doq

Smash Lord
Joined
Dec 28, 2012
Messages
1,037
Location
The Lab, Sweet Home, OR
Ok so after an extremely puny start I finally got something started with changing color effects it took me 3 hours just to figure out and do this, but we start slow right? Can i get some input on changing the entire color? Im trying to change it to vegas gold, and i need some help on figuring this out.
The falcon itself is a texture.
 

Br0h

Smash Rookie
Joined
Jan 31, 2015
Messages
19
Hey guys, what is the .dat file for Falco's phantasm. I tried changing it through EfFxData.dat but nothing changes when I tried to alter it :/
 

Byson

Smash Rookie
Joined
May 25, 2015
Messages
2
Location
Orlando, FL
Nice! I'm glad you started to get stuff to work. I actually was indexing Falcon's CF ## format last night, so I can give you a full list of what they all do.



I plan on posting a priority list of what I want to find over the next couple weeks (I jump from thing to thing alot so who knows how well it will go :p), so if you ever get stuck again I could help point you in a direction. If not then I look forward to what you find :D.

Like I said before, the in depth stuff is entirely possible. It is my understanding everything color related is controlled by a texture or individual hex code that follows some format (Technically everything is controlled by hex code :p), and basically it is just identifying what is controlling what colors and where it is in the file that is the hard part. Things like Falcon Punch/Kick and Firefox are tough because they are controlled by many offsets and many textures. Alot of these textures are _5, _8, _9 with transparency and are super hard to find/edit (Steelia's guide is a good starting point http://www.smashboards.com/showpost.php?p=8274151&postcount=30). So full control over all the colors in the game is very extensive and time consuming. My goal with this atm is to get the general effect offsets for most/all of the characters and then proceed to do very specific effects with that information.

But....... I will say your post did inspire me to look alittle closer at some of Falcon's stuff and I found that the majority of Falcon Punch is controlled by 2 _14 textures and 1 _5 texture. I was actually surprised by this, because I figured someone would have texture hacked it already if it was just _14 textures. Anyway I used that sick blue color you used in your falcon kick as an inspiration and I made a blue Falcon Punch. Changes, Picture and Download are below.

Changes

Blue Falcon Punch

These are the offsets I changed for blue falcon punch

EfCaData.dat

Textures

12D00-134FF - Falcon Punch _14
13500-136FF - Falcon Punch Wings _14
13700-146FF - Falcon Punch Fire _5 with transparency

CF ## Format:

1DA - FF FF FF FF AD DF 00 00 66 B3 (Trailing Smoke Neutral B)
1E7 - 00 66 B3 FF AD DF 05 00 66 B3 (Trailing Smoke Neutral B)
219 - 00 00 00 64 AD DF 09 00 66 B3 (Trailing Smoke Neutral B)
29C - 00 66 B3 FF AD DF 00 FF FF FF (Square Dots Neutral B)
2AC - FF FF FF FF AD DF 00 00 66 B3(Square Dots Neutral B)
3AC - FE FF FF FF AD DF 00 00 66 B3 (Smoke on wings of Neutral B)
3B9 - 00 66 B3FF AD DF 09 00 66 B3 (Smoke on wings of Neutral B)
3EF - 00 66 B3 00 AD DF 09 00 00 00 (Smoke on wings of Neutral B)
91A - 00 66 B3 FF AD DF 00 00 66 B3 (Smoke after neutral B)
927 - 00 66 B3 FF AD DF 09 00 66 B3 (Smoke after neutral B)
958 - 00 00 00 64 AD DF 09 00 66 B3 (Smoke after neutral B)

07 07 07 Format:

202E0 - 04 00 66 B3 00 00 00 FF (Tip of the falcon punch)
22D00 - 80 80 80 FF 00 CC FF FF FF FF FF FF 00 00 00 00 (Falcon Punch Small Lens Flare Beginning)
235C0 - 80 80 80 FF 00 99 FF FF FF FF FF FF 00 00 00 00 (Falcon Punch Big Lens Flare Beginning)




Download: http://www.mediafire.com/?3k7dgirg95dc6v0
Replaces EfCaData.dat
Would it be possible for someone to make all of Captain Falcon's fire effects green? I got the green lantern skin for him and I really want his moves to match
 

The Shadow

Smash Apprentice
Joined
Dec 22, 2013
Messages
131
Location
Minnesota
GALE01-14.png
GALE01-13.png

Hey you found the post! I'll see what i can do.
EDIT: Heres a start, Green Falcon Punch i unintentionally adjusted the down b!
EDIT2: Another! Yellow/Gold Falcon Punch!
 
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dexia

Smash Apprentice
Joined
Jan 5, 2009
Messages
120
Location
Chile, Viña Del Mar
many years ago, i change te color of the character selection screen, up and down banner were red, and the background dark..
but i dont remember hoy i did it, can somenone helpme with that?
 

The Shadow

Smash Apprentice
Joined
Dec 22, 2013
Messages
131
Location
Minnesota
Last edited:

Hawaiian Yankee

Smash Rookie
Joined
May 1, 2014
Messages
10
Location
Hollywood, Florida
:falconmelee:Falcon Punch Color Set:falconmelee:



View attachment 55242 View attachment 55246 Hey guys. I'm back. With Falcon Punch colors! I have Vegas Gold, Black, White, Purple, and part of @ B Byson request Green!

ALL in ONE package! Any issues? Let me know! Just here to drop by these. More previews in the download as well! Have a good one!

https://www.mediafire.com/?q54jxfdbbf1x74i

EDIT @5:32: No download yet just sharing what's possible!
View attachment 55295
oh my god that last one is so beautiful
 

OmnipotentSpoon

Smash Cadet
Joined
Mar 8, 2014
Messages
37
Ok, I've been working on compiling all of the offsets for the MnSlMap.usd. It's got offsets for 4248 mostly. The big things I've found that I haven't seen posted are the 3d models that show the stage, changing the square grid color in the background, changing the tint of the NOW LOADING filter after selecting stage, and I figured out how the flashing color around the stage icon being hovered over works. I've put notes that are hopefully easy to understand, if not I can clarify.

Something that I'm finding a lot of are 070707 (or 858008, check the bottom of the post for explanation) effects that are constrained by the 4248 effect that follows it. So where a 070707 effect and a 4248 effect are both listed as the same thing the second color of the 4248 effect constrains the values for the 070707 effect. However the 070707 effect usually has two separate parts of the texture being modified, such as text and the outline of the text. This is pretty easy to tell when going through the file because they are right next to each other, but not so much when just going through based on the offsets.

070707
95A00 - 07 07 07 07 7F 7F 7F 00 7F 7F 7F
Color 1 - STAGE SELECT text, constrained by color 2 from 95A70 4248 effect
Color 2 - Outline of STAGE SELECT text, constrained by color 2 from 95A70 4248 effect

95B78 - 07 07 07 04 66 66 66 00 66 66 66
Color 1 - Wire things going around the screen, constrained by color 2 from 95BE8 effect
Color 2 - Outline of the wires, constrained by color 2 from 95BE8 effect

96C44 - 07 07 07 04 FF FF FF 00 FF FF FF
Color 1 - Stage name
Color 2 - Outline of the stage name

9784C - 07 07 07 04 00 00 00 00 00 00 00
Color 1 - Color of the RANDOM text
Color 2 - Outline of the RANDOM text

4248
6D1B0 - 80 80 80 FF FD FB FF FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Nothing
Note: Removing the transparency value gets rid of the blue background texture.

6D250 - 80 80 80 FF B3 B3 B3 FF FF FF FF FF 3E 99 99 9A 42 48
Color 1 - Nothing
Color 2 - Changes the background things on the SSS
Note: Removing the transparency value removes the images. You should do this.

6D2F0 - 66 80 80 FF 99 B3 B3 FF E6 FF FF FF 3F 00 00 00 42 48
Color 1 - Nothing
Color 2 - The color of the square grid in the background
Note: Changing the 3F to 00 makes the grid disappear

6EE1C - 80 80 80 FF 99 B3 B3 FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Stage select cursor

6F0FC - FF FF FF FF FF FF FF FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Changes the flashing outline around stage icon while selected
Note: This one is weird. The first(red) flashing color is only based on the red portion of the second color. Then the second(white) flashing color is the entire second color. So 00FF00 shows the 1st color black and the 2nd color green.

78B24 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Wooden poles on Kongo Jungle 3d preview

78BC4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Kongo Jungle platforms in 3d preview

78C64 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Kongo Jungle floor in 3d preview

78D04 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Jingle Japes 3d preview

78DA4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Mushroom Kingdom II 3d preview

78E44 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Mushroom Kingdom 3d preview

78EE4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Fountain of dreams top platform in 3d preview

78F84 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - FoD main platform in 3d preview

79024 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - FoD flare things under the platform in 3d preview

790C4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - FoD water fall in 3d preview

79164 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Green Greens 3d preview

79204 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Dream Land 3d preview

792A4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Peach's Castle main part in 3d preview

79344 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Peach's Castle platform in 3d preview

793E4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Top of Peach's Castle in 3d preview

79484 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Other parts of Peach's Castle 3d preview

79524 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Peach's Castle draw bridge in 3d preview

795C4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Peach's Castle peak in 3d preview

79664 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Onett buildings in 3d preview

79704 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Fourside 3d preview

797A4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Rainbow Cruise 3d preview

79844 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Brinstar 3d preview

798E4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Brinstar Depths 3d preview

79984 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Temple 3d preview

79A24 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Yoshi's Island 3d preview

79AC4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Yoshi's Story 3d preview

79B64 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Yoshi's Island 64 3d preview

79C04 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Kongo Jungle 64 3d preview

79CA4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Top part of the Big Blue 3d preview

79D44 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Outer part of Mute City 3d preview loop

79DE4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Main track in Mute City 3d preview

79E84 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Flatzone 3d preview main color

79F24 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Venom and Corneria 3d preview main color

79FC4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Icicle Mountain 3d preview main color

7A064 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Sphere in Great Bay 3d preview main color

7A105 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Main color of turtle in Great Bay 3d preview

7A1A4 - 00 00 66 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Main color of all 3d preview bases

7A264 - FF FF FF FF FF FF FF FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Main color of the logo shown as the 3d preview loads

7A304 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Main color of Pokemon Stadium 3d preview

7A3A4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Main color of Poke Floats 3d preview

7A444 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Main color of Battlefield 3d preview

7A4E4 - 00 33 99 FF 00 4C B3 FF 80 CC FF FF 3F 80 00 00 42 48
Color 1 - Slightly changes color 2, constrained by color 2
Color 2 - Main color Final Destination 3d preview

95A70 - 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Nothing
Color 2 - Changes the STAGE SELECT text
Note: If you set color 2 to FF FF FF then change the effect
at 95A00 as the outline and text separately in any bounds

95B1C - 80 80 80 FF CC CC CC FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Nothing
Color 2 - Changes the circular STAGE SELECT

95BE8 - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 7F BE 77 42 48 00
Color 1 - Nothing
Color 2 - The wires around the screen, constrains the color of the the 95B78 effect
Note: If you set color 2 to FF FF FF then change the effect at
95B78 for more control over both the inner and outer parts of the wire

960D4 - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Nothing
Note: If you set transparency to 00000000 the second and fourth rows
of icons are totally gray

96174 - 80 80 80 FF CC CC CC FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Outline of some stage portraits

96234 - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Nothing
Note: If you set transparency to 00000000 the first and third rows
of icons are totally gray

96CB4 - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Stage name color

97404 - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Nothing
Note: If you set transparency to 00000000 the bottom row
of icons are totally gray

974A4 - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Nothing

978BC - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Changes the color of RANDOM text, but the 070707 effect at 9784C
is what actually changes the color, this only constrains it

9795C - 80 80 80 FF FF CC CC FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Changes the color of the RANDOM box

97C04 - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Nothing
Note: If you set transparency to 00000000 Icicle Mountain and
Flatzone icons are grey

97CA4 - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Nothing

98130 - 80 80 80 FF 00 00 00 FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Nothing
Color 2 - Changes the color the screen tints after selecting a stage

981F0 - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 7F BE 77 42 48
Color 1 - Nothing
Color 2 - Nothing

858008
7A1F0 - 85 80 08 0F 07 43 04 07 96 96 96 FF 96 96 96
Color 1 - Affects the brightness of the 4248 effect at 7A264
Color 2 - Same as color 1

98180 - 85 80 08 0F 44 43 04 07 FF CC 33 FF 00 00 00
Color 1 - NOW LOADING text
Color 2 - NOW LOADING text box


Here's a VT themed one without the logos, and a download if anyone wants it: http://www.mediafire.com/download/bk9b3t353xne221/MnSlMap.usd

Generalization for the 070707 effect format
So in the documentation I have an effect type at the end that's labeled 858008. What I've found about it is that it's a generalization of the 070707 format. It seems like every 070707 effect has the 8580080F right before the 070707 part, but not all 858008 effects are followed with the 070707. The ones I've found so far are 444304 and 074304 and they are in the Mnxxxxx.usd files. They function exactly the same as the 070707 format. So for this "85 80 08 0F 44 43 04 07 FF CC 33 FF 00 00 00" the first color is "FF CC 33" and the second color is "00 00 00". The effect files and the character files look to be only the 070707 format but I haven't looked for too long because I just found this, hopefully there are more that will be found in the future.
 
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The Realest

Smash Cadet
Joined
Jun 7, 2014
Messages
55
@ OmnipotentSpoon OmnipotentSpoon
damn, i was actually thinking about going back and finishing this recently, but then i realized why i stopped; its sooo tedious
glad you did it cause your documentation is so much better than mine
good work
 
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Kale.

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Oct 13, 2014
Messages
32
Location
Somewhere Obscure in Canada
@ OmnipotentSpoon OmnipotentSpoon (And/or anyone else who can help) How would I go about editing the "Stage Select" text on the CSS, as well as the image in the circle to the left of it? Do you know the offsets, and if so, do I just edit the .tgl files (I have them downloaded), and then replace them using DAT Texture Wizard?

EDIT: I want to change the text but I'm not sure if I can do so with a hex editor.
 
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OmnipotentSpoon

Smash Cadet
Joined
Mar 8, 2014
Messages
37
@ Kale. Kale. I'm assuming that you mean the bottom right text. It's at 6A740 in the MnSlMap.usd, here's the texture to edit:
.
Also, here's all the letters dumped from smashbros: http://www.mediafire.com/download/z5de6nj1ew1g5r2/Letters.7z, I don't remember who posted it or where, but credit to them.
And the color effect for it is at 95A00.

You need to change the STAGE SELECT text as the texture in black and white, I like using the smash letters, and then you can adjust the colors using the effect. As nice as it would be you can't change the text itself in the file, you need to make the words yourself
 
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Kale.

Smash Cadet
Joined
Oct 13, 2014
Messages
32
Location
Somewhere Obscure in Canada
@ Kale. Kale. I'm assuming that you mean the bottom right text. It's at 6A740 in the MnSlMap.usd, here's the texture to edit:
.
Also, here's all the letters dumped from smashbros: http://www.mediafire.com/download/z5de6nj1ew1g5r2/Letters.7z, I don't remember who posted it or where, but credit to them.
And the color effect for it is at 95A00.

You need to change the STAGE SELECT text as the texture in black and white, I like using the smash letters, and then you can adjust the colors using the effect. As nice as it would be you can't change the text itself in the file, you need to make the words yourself
Thank you! I'll give this a go tonight.
 

dexia

Smash Apprentice
Joined
Jan 5, 2009
Messages
120
Location
Chile, Viña Del Mar
hi, I made this many years ago, dont remember if i uploaded it. the thing is that i loose all of my "ancient hacks" and dont remember how i do it, y read the tutorials now and i dont get it :/





if someone have this hacks, can upload the files?
or hack the files to match with the picture? (the red one with black background) please :)
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
hi, I made this many years ago, dont remember if i uploaded it. the thing is that i loose all of my "ancient hacks" and dont remember how i do it, y read the tutorials now and i dont get it :/





if someone have this hacks, can upload the files?
or hack the files to match with the picture? (the red one with black background) please :)
Don't spam the boards with the same post in three locations.

Just make the changes yourself.



MnSlChr background offsets

000948 - Background
80 80 80 FF 00 0B 1A FF FF FF FF

348E88 - bottom frame
07 07 07 07 83 8F 94 00 83 8F 94

348F48 - rule
07 07 07 07 92 9E A3 00 92 9E A3

349008 - top frame
07 07 07 07 83 8F 94 00 83 8F 94
 

Siro

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Joined
Jun 5, 2013
Messages
42
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dexia

Smash Apprentice
Joined
Jan 5, 2009
Messages
120
Location
Chile, Viña Del Mar
Don't spam the boards with the same post in three locations.

Just make the changes yourself.



MnSlChr background offsets

000948 - Background
80 80 80 FF 00 0B 1A FF FF FF FF

348E88 - bottom frame
07 07 07 07 83 8F 94 00 83 8F 94

348F48 - rule
07 07 07 07 92 9E A3 00 92 9E A3

349008 - top frame
07 07 07 07 83 8F 94 00 83 8F 94
Ok Dude, dont get mad :D
i found the offsets, butI did not know what part must change, but, seeing my old color change uploaded by Siro, i identifies them.
thanks.

thank you so much my friend, i cant find them in any place.
 

krvntn

Smash Apprentice
Joined
Aug 9, 2014
Messages
154
Location
Lyon, France
NNID
Cyke_g
Haha, I know what you mean. Its not a huge deal, because a big part of the guide was to teach people to find their own offsets. I'm definitely interested in your janky stuff though :p

I updated the first post and the second post. I added some info about the CF ## format, I made them a little cleaner and added some new offsets. Also, here is a list of what I plan on doing over time (no idea how long it will take with school and life).

Priority List

1. Index all characters above mid tier and the colorful characters (Link, Ness, maybe some others)
2. Find some important indexes for low tiers
3. Work on more in depth stuff (Effects that involve textures and/or lots of color formats, like the Falcon Punch)
4. Start moving away from character colors and index other things (Menu, Maps, etc.)

In Depth Changes Priority

1. Full change of Firefox
2. Changing all the color relating to Player # (Ex. changing P1 colors from red to purple)
3. Changing the colors characters change when they charge a move or that is applied when they do a move (Ex. Mario turns red for alittle bit when using a fireball).
4. Fire Climbers - Changing effects of ICs so it looks like fire and maybe have the fire element too (Roommate request XD)
5. Random *** **** that I think of.

Wow that was a lot of text, here is some goofy stuff I did. I stole the idea from Project M.

Mario's Grab Pummel now has the Coin Element (w/ Sound Effects)

Changes:

PlMr.dat

Offset Line: 5B40
Original Offset Data: 2C 08 B8 03 06 40 03 20 01 90 00 00 28 19 03 D1 00 00 00 07
Changed Offset Data: 2C 08 B8 03 06 40 03 20 01 90 00 00 28 19 03 D1 00 10 00 93




Download: http://www.megaupload.com/?d=5JP4UEAM
Replaces PlMr.dat
Link is broken
 

Spitzy

Smash Rookie
Joined
May 20, 2015
Messages
1
I got a problem when i tried to change the color of Fox and Falcos lasers in 20XX. I've downloaded a file with purple firefox and shine and that works fine. But when i changed the color myself, the different laser color is only visable when I play NTSC, not PAL (Im from Sweden so its pretty important to play PAL.). But the firefox and shine works in both versions. So NTSC Fox and Falco have fancy lasers but the PAL versions still have the red one. Is there a different place in the Fox and Falco file that I also have to change to make it apply to the PAL versions?
 

The Shadow

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Joined
Dec 22, 2013
Messages
131
Location
Minnesota
When you load the PAL version it's loads an entirely different file. I'm guessing it's a trophy file.

Search around the 20XX download folder or ask Achillies himself about the file used.


Both Fox and Falco are affected by the Firefox and shine because they use one file (EfFxData) their lasers on the other hand use separate files (PlFx, and PlFc I believe).
 

Foxco

Smash Cadet
Joined
Oct 30, 2014
Messages
40
does anyone think they can do shine textures similar to those in PM?
 

The Shadow

Smash Apprentice
Joined
Dec 22, 2013
Messages
131
Location
Minnesota
Yes. It's similar to what you find in Brawl Box, just a lot more than what you would normally change. Open up a hex editor, and open up EfFxData.dat (This affects both Fox, and Falco), and on the numbers to the far left 0000010 or something to that degree, scroll to "0001C2A0".

Now look for 98 right by where you scrolled to.
Look down, and there are the colors.

Here are some basic colors.
FC 00 = Red
FC 1F = Magenta
0F F0 = Green
00 10 = Black
FF FF = White
00 FF = Blue
0F 0F = Turquoise
99 F0 = Light Brown
B1 00 = Redish Orange
FC FF = Light Purple
5D 88 = Grey
BF 00 = Dim Yellow
C8 F5 = Dark Pink
D2 3B = Pink
BB B1 = Yellow
4C 22 = Maroon
A5 0F = Purple
0A 60 = Dark Green

To make your own colors, or look back for better directions look at the first post, and scroll to the Falco picture.
 

Foxco

Smash Cadet
Joined
Oct 30, 2014
Messages
40
In my own attempts to recolour the shines the starting frames would still be the original colour, and as well as this the colour is very solid, does anyone know how to make it the same colour from the start and to make it a little more transparent? Thank you for the help btw!
 
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