The Shadow
Smash Apprentice
1C8E0-1C990 Look there
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hey I couldn't find the darkness effect files for falco's and fox's dair/up smash.DarknessPurple and black shine.
(Hyperlinks below are pictures)
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.
can i have the effect for falcon's dair?fixed it nvm
I recently made a black and red shine that I'm pretty proud of so I thought I'd stick it up here. I also included that awesome purple firefox/firebird and my purple fox lasers and pale green borderline silver falco lasers. Download link is here: https://www.dropbox.com/sh/ppiv4sak0z9y2tn/AAAIABdPv8fw27tVK3GL9xFoa?dl=0
I don't know of anyone who keeps track of what kind of texture is being modified. Are you looking for a specific effect?Is there a list anywhere of offsets for the color effects applied to _0 - _3 textures?
I have my player 3 emblems and magnifying glass thing modified to be purple instead of yellow, but the "P3" thing that sometimes appears over the character is still yellow. I don't know where the offset that controls the color of that is. It's not part of the texture.I don't know of anyone who keeps track of what kind of texture is being modified. Are you looking for a specific effect?
Any chance you can edit the blue/black shine file to not effect the fire fox color? I like the blue shine just not the purple fire fox effect.I was requested by @Bennyandthejetz to make a blue and black version of my shine. Here it is. It has everything that was in my original post except with the different shine. https://www.dropbox.com/sh/6ilrkhnnkjr8908/AABElIQ3X5orJzz-xjLKQCDIa?dl=0
As far as I know the Shine colors have nothing to do with the Fire Fox colors.Any chance you can edit the blue/black shine file to not effect the fire fox color? I like the blue shine just not the purple fire fox effect.
Unfortunately I'm having compatibility issues on my laptop right now so I don't know if I'll be able to do anything soon. However I will work on it and see if I can get it working again.Any chance you can edit the blue/black shine file to not effect the fire fox color? I like the blue shine just not the purple fire fox effect.
Lol, not everything is a Material. Sorry Astaroth.so... if i understand correctly... changing Fox's/Falco's red laser rings will be possible soon?
The "unknown (typically 1.0)" is a transparency value. I talked about it hereIve been doing some research on making structures in a dat file and Im certain that the 4248 structure is the color node described in the dat documentation. So its a 0x14 length structure were the words are in order of RBBA diffuse, RGBA Ambient, RGBA Specular, unknown (typically 1.0), and unknown (Shininess?).
While I was browsing through the file I found a color node that and 4348 as its 'shininess' value. So this might help you guys in looking for more as they arent necessarily 4248 and its easier to find when you understand a dat file. I didnt look into the other color types. I just came across this one.
Every time that I've looked at changing the 42480000 value I haven't noticed a difference when changing it. I've been planning on checking it since I found a bunch of them with different values in the GrPs.usd file. Most of them are around 42480000 however. An example is at 0x8A60: 191919FF 383E45FF FFFFFFFF 3F800000 4182E8BA.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:
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.
- 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
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.
Dunno know what to tell you. The color node I made worked fine when changing the values. I believe there is a max and min so try not going over 50ish.The "unknown (typically 1.0)" is a transparency value. I talked about it here
Every time that I've looked at changing the 42480000 value I haven't noticed a difference when changing it. I've been planning on checking it since I found a bunch of them with different values in the GrPs.usd file. Most of them are around 42480000 however. An example is at 0x8A60: 191919FF 383E45FF FFFFFFFF 3F800000 4182E8BA.
I've tried to replicate the same flame effects, but there always seems to be a small portion of the original flame around the middle, which looks bad with the blue flame. Any reason why this might happen? Followed the documentation and it's pretty much my first time messing with color effects btwHaven't been able to spend as much time on it recently, but here's the effects I found for Bowser. They're for his neutral, side, and up B.
As a note, there's a bunch of CF## effects at the start of the EfKpData.dat file that I have no idea what they are.EfKpData.dat
070707
14D54 - 07 07 07 04 FF FF FF 00 00 7F FF - Side B
Color 1 - Central zigzag slash of side B
Color 2 - Background part of color 1
14E20 - 07 07 07 04 B2 E5 FF 00 00 00 FF - Side B
Color 1 - Central part of aura effect centered on slash of side B
Color 2 - Outer part of the effect
14EE0 - 07 07 07 04 FF FF FF 00 00 7F FF - Side B
Color 1 - Upper zigzag slash of side B
Color 2 - Background part of color 1
14FA0 - 07 07 07 04 FF FF FF 00 00 7F FF - Side B
Color 1 - Lower zigzag slash
Color 2 - Background part of color 1
15E50 - 07 07 07 04 FF FF FF 00 00 4C FF - Up B
Color 1 - Zigzag on up B
Color 2 - Fringe of effect
15F10 - 07 07 07 04 FF FF FF 00 00 7F FF - Up B
Color 1 - Zigzag around bowser during up B
Color 2 - Fringe of effect
15FDC - 07 07 07 04 CC E5 FF 00 00 00 FF - Up B
Color 1 - Effect around bowser during up B
Color 2 - Fringe of effect
1609C - 07 07 07 04 FF FF FF 00 66 B2 FF - Up B
Color 1 - Effect around bowser during up B
Color 2 - Fringe of effect
1615C - 07 07 07 04 FF FF FF 00 00 99 FF - Up B
Color 1 - Effect around bowser during up B
Color 2 - Fringe of effect
1621C - 07 07 07 04 FF FF FF 00 00 7F FF - Up B
Color 1 - Effect around bowser during up B
Color 2 - Fringe of effect
170D4 - 07 07 07 04 FF FF 00 00 FF 4C 00 - Up B
Color 1 - Rays below bowser during ground up B
Color 2 - Part of effect near end of the ray
CF ##
3E0 - CF 00 FF FF FF FF AD DF 00 FF E8 51 - Neutral B
Color 1 - Inner part of fireball near start of B move
Color 2 - Outer part of fireball
3F9 - CF 05 FF FF FF FF AD DF 05 00 00 00 - Neutral B
Color 1 - Outer part of fireballs from neutral B, at the start of it
Color 2 - Inner part of the fireballs
40D - CF 0A FF D9 B8 FF AD DF 0A 00 00 00 - Neutral B
Color 1 - Inner part of fireballs from neutral B, at the end
Color 2 - Outer part of the fireballs
429 - CF 0F 42 42 42 00 AD DF 0F 00 00 00 - Neutral B
Color 1 - Inner part of fireballs at very end of neutral B
Color 2 - Outer part of the fireballs
48E - CF 00 FF FF FF 00 AD DF 00 C0 64 01 - Neutral B
Color 1 - Inner part of faint effect near bowsers mouth during B
Color 2 - Outer part of it
49B - CF 05 FF 80 4A FF AD DF 05 94 25 14 - Neutral B
Color 1 - Inner part of the 48E effect near middle of firebreath
Color 2 - Outer part of the effect
4B9 - CF 03 FF A9 73 FF AD DF 03 4A 27 19 - Neutral B
Color 1 - Inner part of the previous effect at the end of firebreath
Color 2 - Outer part of the effect
4CF - CF 03 FD FD FD FF AD DF 03 00 00 00 - Neutral B
Color 1 - Inner part of another fireball effect
Color 2 - Outer part of the effect - Neutral B
4EC - CF 07 7F 7F 7F 00 AD DF 07 00 00 00 - Neutral B
Color 1 - Inner part of the end of the previous effect
Color 2 - Outer part of the effect
564 - CF 00 FF C6 07 00 AD DF 00 FF 02 06 - Neutral B
Color 1 - Faint circular effect near start of neutral B
Color 2 - Fringes of effect
571 - CF 0C FF EF 40 1E AD DF 0C FF 0A 0E - Neutral B
Color 1 - The central part of the previous effect in the middle of firebreath
Color 2 - The fringes of the effect
585 - CF 0A FF FF FF C8 AD DF 0A 00 00 00 - Neutral B
Color 1 - The central part of the previous effect at the end of firebreath
Color 2 - Fringes of the effect
599 - CF 0A 00 00 00 00 AD DF 0A 00 00 00 - Neutral B
Color 1 - Effect at the very end of firebreath that's only there for like 1 frame
Color 2 - Fringe of the effect
5EC - CF 00 FF FF FF C8 AD DF 00 FF E8 51 - Neutral B
Color 1 - Central part of effect at the very start of firebreath
Color 2 - Fringes of the effect
607 - CF 06 FF FF FF C8 AD DF 06 00 00 00 - Neutral B
Color 1 - More fireballs in the middle of firebreath
Color 2 - Outer parts of the fireballs
626 - CF 0F FF D9 B8 00 AD DF 0F 00 00 00 - Neutral B
Color 1 - Central part of the previous effect at the end of firebreath
Color 2 - Fringes of the effect
4248
14E90 - 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 42 48 - Side B
Color 1 - Slightly changes color 2
Color 2 - Changes the color of aura effect in side B
def color(fmt,offset=None,alpha=1):
global DL_size #TODO: remove to increase speed (faster if we don't redefine this function)
if offset==None: #Direct format
if fmt==0:DL_size-=2; D=bu16(); return [int(((D>>11)&31)*(255/31)),int(((D>>5)&63)*(255/63)),int((D&31)*(255/31))] #RGB565
if fmt==1:DL_size-=3; return bu8(['']*3) #RGB8
if fmt==2:DL_size-=4; return bu8(['']*4)[:3] #RGBX8
if fmt==3:DL_size-=2; RG,BA=bu8(),bu8(); R,G,B,A=RG>>4,RG&15,BA>>4,BA&15; return [(R*16)+R,(G*16)+G,(B*16)+B,(A*16)+A] #RGBA4
if fmt==4:DL_size-=3; D=bu24(); return [(D>>18)*(255/63),((D>>12)&63)*(255/63),((D>>6)&63)*(255/63),(D&63)*(255/63)] #RGBA6
if fmt==5:DL_size-=4; return bu8(['']*4) #RGBA8
else: #indexed format
return [255,255,255,255] #yet to be seen (returning white)
Where is unk1 in that picture?finally got an image to post about the unk1 structure:
Mat Colors
Material
Image Header
Unk 1
Texture
The white blocks with the 070707 format.Where is unk1 in that picture?
Actually, I just noticed an error or incomplete detail in this.finally got an image to post about the unk1 structure:
Mat Colors
Material
Image Header
Unk 1
Texture
I think he just has it highlighted so that different types of pointers are different colors and the image pointers are just a light color but still highlighted. The texture area is the yellow. Points to image structure and pallets and what I realize a bit ago was the 070707 format. And you can move an image around on the face i think if you play with some of the settings.Actually, I just noticed an error or incomplete detail in this.
The 00055860 in blue above is a part of the texture image data header, the final pointer to the actual image data. Same with the places in red after that.
What do you mean by the 'Texture' areas? What exactly is that data?
also yes, every valid pointer is highlighted with a light green color, however the overlay blending of that color does not play nicely with HexEdit and that's why they're blue for materialsI think he just has it highlighted so that different types of pointers are different colors and the image pointers are just a light color but still highlighted. The texture area is the yellow. Points to image structure and pallets and what I realize a bit ago was the 070707 format. And you can move an image around on the face i think if you play with some of the settings.
One question, is this like the marth sword colors in 20XX training hack pack, where the colors change depending on the texture, or is it one falcon punch for the entire set of costumes?Falcon Punch Color Set the 2nd
View attachment 57818 View attachment 57819
Includes: Batman (Lucky), Hax$, Cyan, Orange, 20GX themed.
: https://www.mediafire.com/?t8du7ltmrmab5dm