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Thanks for putting up Falcon's smash codes. But have you discovered his aerial move codes? I want to modify those :>Really nice thread going here, it's amazing what can be seen just by lurking around.
In regards to your Smash Attack aura-charge-changing post, Lanceinthepants, I'm a bit curious... I was messing with offsets to change Smash attack colors, and I remember you saying something about Smash attacks and multiple angles. When you say that, does that mean a character can potentially have more than 3 Smash Attack colors?
For instance, I was browsing Falcon, and I found 5 offsets. Here's what I got:
I found his Forward Smash, Up Smash, and Down Smash easy, but the other two... assuming from your guide, would those other 2 offsets be his Forward Smash at upward and downward tilts? I can't test it in Dolphin because I cannot do Forward Smash tilts (only Up and Down smashes come out ]: ).Code:PlCa 00004a78 - 00004b20 - Forward 00004b9c - 00004c14 - Up 00004d20 - Down
If that's what you meant, then that makes life a little easier. Really appreciate the guides here, I'm going to have some fun messing with those charge colors. *_*
Here's a blue fire one I had, just change the .txt to .dat and it should import normally.Would anyone happen to have any color effect changes for bowser such as his neutral b?
https://modulous.net/mod/1318/Pink Illusion and Pink LasersCan someone please make a pink side B? Please!
I believe you need a gecko code, it's not a texture. Search the gecko codes threadCan someone please help me find the offsets to change the 'ready to fight' text and surrounding banner, similar to this image from GTX last weekend.
Any help is appreciated
Ahhh, I never saw that, thanks for the help, I'm not very experienced with this stuff outside of the texture editingI believe you need a gecko code, it's not a texture. Search the gecko codes thread
Edit: found this with a simple google search
https://smashboards.com/threads/changing-the-color-of-the-ready-to-fight-banner.403839/
No problem dude. We're all learning as we goAhhh, I never saw that, thanks for the help, I'm not very experienced with this stuff outside of the texture editing
Does anybody have this in any of their setups? It looks really cool and I want it but the link is dead.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
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
You're better off doing it yourself, it's not too difficult. You can use Dat Texture Wizard to extract the PlMr.dat file, use a hex editor to edit the file with the above info, and then use DTW again to put your file back in your game.Does anybody have this in any of their setups? It looks really cool and I want it but the link is dead.
Haven'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
Thanks! I was looking for this. Finally managed to get the effect I wanted.Haven'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
The second post of this thread in "98 00 ## ## Format Offsets"Where would I find the offsets for Fox & Falco's laser colors? I've given them custom moves I don't want to overwrite, so I need to manually edit them.
Does anyone know the equivalent values of this for the event mode character select? Or even what file the even mode character select is controlled by? I want to edit it now that rollback netplay uses that screen.MnSlChr.usd
000948 - 80 80 80 FF 00 0B 1A FF FF FF FF Background
348E88 - 07 07 07 07 83 8F 94 00 83 8F 94 Bottom frame
348F48 - 07 07 07 07 92 9E A3 00 92 9E A3 Rule
349008 - 07 07 07 07 83 8F 94 00 83 8F 94 Top frame
These haven't been posted here apparently I can't remember who found them, but I've just had them on a word document, so here they are
. . .
What can be done with them
OffsetsDoes anyone know the equivalent values of this for the event mode character select? Or even what file the even mode character select is controlled by? I want to edit it now that rollback netplay uses that screen.
I have a github with page with every single color swap i made for fox/falcos animations ect. : https://github.com/terpyPy/melee-custom-filesDoes anyone have a blue firebird for Fox and Falco, I couldn't find a download link in this tread for it.
I have a github with page with every single color swap i made for fox/falcos animations ect. : https://github.com/terpyPy/melee-custom-files
If you wanna get started making you own custom colors it also has a program i wrote to expedite the process.
I assume you've seen my thread on texture offsets for this file?Lately I've been documenting a ton of offsets in EfCoData with the use of scripts, here are my findings: https://docs.google.com/spreadsheets/d/1ZP_0i9dy9o5W-lzFwu_CAqc9kttd6-_j3jq0rt1tDls/edit?usp=sharing
I'm dreaming of having all the offsets in this thread be in a single document that could be used by scripts to easily make color effect modpacks, and bypass the tedious practice of manually changing colors at offsets in a hex editor.
yeah my scripts just search using regular expressions and a binary search. It's been easy enough to find any color offset I want, but properly understanding and walking the file structs is def the next step for me. Thanks a ton for the resources, I will be sure to use them.I assume you've seen my thread on texture offsets for this file?
Is your script just looking for instances of what might be color formats (hex string patterns), and then you're changing them to see if/what they change in-game? If you want to go further, I would recommend looking into the composition of the file's individual structures, and walking those to find offsets. Here are some resources:
Melee dat format thread
Mario Kart Wiki on DAT files
Structs breakdown by Punkline
HSD Common Objects
DTW Source Code (I recommend looking at the hsdFiles.py and hsdStructures.py files)
HSDRaw Source Code
Structural Analysis tab in DTW
A program with a nice UI to do these sorts of things would be really nice. I've even thought about integrating such a thing into a current project of mine.
anychance someone got back to you on the Link sword TrailsCould anyone be so kind as to upload a red sword swing for Link? I've seriously been trying to for hours to get this stuff to work but it just isn't happening