• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Changing Color Effects in Melee!

DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,179
Location
Sacramento, CA
I just need to find the hex values to fix the fire fox that I'm trying to mod. I tried finding them, but all I can find are the values I already edited. I'm trying to make the fire fox blue, but parts of the fire fox is still in its original colors: http://i.imgur.com/xVDSBgI.jpg http://i.imgur.com/fB9guAl.jpg
Any idea where the offsets are to edit the effects anyone?
Got some more documentation, Kirby this time.



PlKb.dat
070707
117D0 - 07 07 07 04 FF FF FF 00 00 B2 FF - Up B
Color 1 - Half of the front color from projectile created when up B lands
Color 2 - Half of the trailing color of the projectile
11890 - 07 07 07 04 FF FF FF 00 00 B2 FF - Up B
Color 1 - Other half of the previous effect
Color 2 - The trailing color of this offset's color

4248
12ABC - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 - Side B
Color 1 - Slightly changes the color of the hammer's handle
Color 2 - Doesn't seem to change anything
12B5C - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 - Side B
Color 1 - Slightly changes the color of wooden part of the hammer's head
Color 2 - Doesn't seem to change anything
12BFC - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 - Side B
Color 1 - Slightly changes the color of the star on the hammer's head
Color 2 - Doesn't seem to change anything

EfKbData.dat
070707
D15C - 07 07 07 04 FF FF FF 00 00 B2 FF - Up B
Color 1 - Effect of up B when falling to the ground
Color 2 - Trailing part of the effect
F50C - 07 07 07 04 FF FF FF 00 00 CC FF - Jab
Color 1 - Changes the rapid jab's color
Color 2 - Changes the trail of the effect

4248
C17C - 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 42 48 - Up B
Color 1 - Changes the color of the spin at the top of his up B
Color 2 - Primary color of effect
D1CC - 80 80 80 FF 00 FF FF FF FF FF FF FF 00 00 00 00 42 48 - Up B
Color 1 - More colors related to falling part of up B
Color 2 - Primary color of the effect
EC94 - 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 42 48 - Side B
Color 1 - Doesn't do anything noticable
Color 2 - Faint color effect as side B ends

CF ##
1C8 - CF 00 FF FF FF 96 AD DF 00 FF C2 57 - Dash Attack
Color 1 - Some smoke on dash attack
Color 2 - Fringe of the smoke
1D5 - CF 06 FF D4 45 7D AD DF 06 E6 1A 10 - Dash Attack
Color 1 - Dash attack smoke
Color 2 - Fringe of the smoke
1FD - CF 06 00 00 00 00 AD DF 06 FF 11 19 - Dash Attack
Color 1 - Faint dash attack smoke
Color 2 - Fringe of the smoke
27A - CF 00 FF 05 1A C8 AD DF 00 FF FF 82 - Dash Attack
Color 1 - Square particles from dash attack
Color 2 - Other square particles from dash attack
28A - CF 00 FF FF 6E C8 AD DF 00 FF 0C 14 - Dash Attack
Color 1 - Square particles from dash attack
Color 2 - More square particles from dash attack
37F - CF 00 FF FF FF 00 AD DF 00 00 00 00 - Neutral B
Color 1 - Particle created by using swallow
Color 2 - Slightly changes the color, works best when both are the same
38C - CF 03 FF FF FF FF FA 03 AD DF 00 00 00 00 - Neutral B
Color 1 - One side of the swallow particles
Color 2 - Black side of some particles
Notes - The first 6 F's are the first color
The last 6 0's are the second color
The fourth FF changes the transparancy, FF is opaque and 00 is transparant
The FA changes how far the particles come from, changing it to 00 makes them cross the stage
Changing the 03s to 00s makes more of the particles appear
3A7 - CF 00 FF FF FF - Neutral B
Color 1 - One side of some particles
3AD - CF 07 FF FF FF 00 FA 07 AD DF 00 00 00 00 - Neutral B
Color 1 - Changes one side of some particles
Color 2 - Changes one side of some particles
Note - Colors are the same location as 38C, but you can't make them cover the whole stage
42C - CF 00 FF FF FF 00 AD DF 00 00 00 00 - Neutral B
Color 1 - Changes white side of some swallow particles
Color 2 - Changes some white sides
439 - CF 03 FF FF FF FF FA 03 AD DF 00 00 00 00 - Neutral B
Color 1 - White side of some swallow particles
Color 2 - Black side of some particles
Note - Works the same as 38C and setting all both sets of 03's to 00's negates all other particle effects
454 - CF 00 FF FF FF - Neutral B
Color 1 - More white swallow particles
45A - CF 07 FF FF FF 00 FA 07 AD DF 00 00 00 00 - Neutral B
Color 1 - Changes one side of some particles
Color 2 - Changes one side of some particles
Note - Colors are the same location as 38C, but you can't make them cover the whole stage
51C - CF 00 FF FF FF 14 AD DF 00 00 00 00 - Down B
Color 1 - Down B - Faintly tints color 2
Color 2 - Down B - Changes some rocks that appear while starting down B
529 - CF 03 FF FF FF - Down B
Color 1 - Rocks that appear while starting down B
530 - CF 03 FF FF FF - Down B
Color 1 - Faint rocks that appear while starting down B
589 - CF 00 CC CC CC 14 AD DF 00 09 A9 BA - Down B
Color 1 - Outer halo effect around kirby while forming down B
Color 2 - Changes fringes of effect
596 - CF 05 CA CA CA - Down B
Color 1 - Inner halo effect around kirby while forming down B
5F1 - CF 00 FF FF FF 14 AD DF 00 E1 D6 0B - Down B
Color 1 - Inner color of starting line effect on starting down B, fades as it gets closer to kirby
Color 2 - Outer color of line effect when starting down B
5FE - CF 05 FF FF FF - Down B
Color 1 - Inside of lines from 5F1, as they approach kirby
605 - CF 05 FF FF FF - Down B
Color 1 - Faint inside of lines as they approach kirby
664 - CF 00 FF FF FF 14 AD DF 00 00 00 00 - Down B
Color 1 - Tint's rocks while starting down B
Color 2 - Main color of some rocks
671 - CF 03 FF FF FF - Down B
Color 1 - More rocks
678 - CF 03 FF FF FF - Down B
Color 1 - Faint rocks as they approach kirby
6D4 - CF 00 FF FF FF 14 AD DF 00 00 00 00 - Down B
Color 1 - Tints rocks while starting down B
Color 2 - Main color of those rocks
6E1 - CF 03 FF FF FF - Down B
Color 1 - More rocks
6E8 - CF 03 FF FF FF - Down B
Color 1 - Tints rocks as they approach kirby
794 - CF 00 FF FF FF 14 AD DF 00 00 00 00 - Down B
Color 1 - Tint of the rocks while leaving rock form
Color 2 - Color of rocks while leaving rock form
7A1 - CF 03 FF FF FF - Down B
Color 1 - More rocks while leaving rock form
7A8 - CF 03 FF FF FF - Down B
Color 1 - Tints the color of rocks as the move away from kirby
801 - CF 00 CC CC CC C8 AD DF 00 09 A9 BA - Down B
Color 1 - Inside of the halo effect as kirby leaves rock form
Color 2 - Fringes of the halo
80E - CF 01 CA CA CA - Down B
Color 1 - More of the halo effect
815 - CF 05 BA BA BA - Down B
Color 1 - Faint halo effect
869 - CF 00 FF FF FF 14 AD DF 00 E1 D6 0B - Down B
Color 1 - Inner part of ray effect when leaving rock form, only close to kirby
Color 2 - Outter part of the ray effect
876 - CF 05 FF FF FF
Color 1 - Inner part of ray effect of leaving rock form when close to kirby
87D - CF 05 FF FF FF - Down B
Color 1 - Inner part of ray effect when far from kirby
8DC - CF 00 FF FF FF 14 AD DF 00 00 00 00 - Down B
Color 1 - 1/4 of rocks when close to kirby and leaving rock
Color 2 - Rocks when far from kirby and leaving rock
8E9 - CF 03 FF FF FF
Color 1 - Color of 1/4 of rocks when leaving rock
8F0 - CF 03 FF FF FF
Color 1 - Tints the color 1/4 of the rocks from 8E9 when far from kirby
94C - CF 00 FF FF FF 14 AD DF 00 00 00 00
Color 1 - Tints some rocks while leaving rock and close to kirby
Color 2 - Changes the color of 1/3 of the rocks
959 - CF 03 FF FF FF
Color 1 - Color of 1/4 rocks close to kirby when leaving rock
960 - CF 03 FF FF FF
Color 1 - Tints the color of the rocks from 959 when far from kirby


9800
B580-B5F5 -- Dash attack: Front part of column behind kirby
98 00 17 6E FF FF FF 78 7C FF FF FF 86 6D FF FF
FF 77 7B FF FF FF 85 6C FF FF FF 76 79 FF FF FF
83 6B FF FF C0 75 79 FF FF FF 83 77 FF FF C0 81
78 FF FF FF 82 76 FF FF C0 80 80 FF FF FF 8A 7F
FF FF C0 89 81 FF FF FF 8B 7E FF FF C0 88 71 FF
FF FF 7B 70 FF FF C0 7A 69 FF FF FF 73 68 FF FF
C0 72 63 FF FF FF 6B 62 FF FF C0 69 6C FF FF FF
6A 6B FF FF C0 68

B5F6-B657 -- Dash attack: Second part of column behind kirby
98 00 13 7C FF FF FF 86 7D FF FF FF 87 7B FF FF
FF 85 7A FF FF FF 84 79 FF FF FF 83 7A FF FF FF
84 78 FF FF FF 82 74 FF FF FF 7E 80 FF FF FF 8A
75 FF FF FF 7F 81 FF FF FF 8B 6F FF FF FF 79 71
FF FF FF 7B 67 FF FF FF 71 69 FF FF FF 73 64 FF
FF FF 6D 63 FF FF FF 6B 6D FF FF FF 6C 6C FF FF
FF 6A

B658-B6A5 -- Dash attack: Last part of column behind kirby
98 00 0F 7D FF FF FF 87 72 FF FF FF 7C 7A FF FF
FF 84 72 FF FF FF 7C 74 FF FF FF 7E 73 FF FF FF
7D 75 FF FF FF 7F 6A FF FF FF 74 6F FF FF FF 79
66 FF FF FF 70 67 FF FF FF 71 65 FF FF FF 6E 64
FF FF FF 6D 6E FF FF FF 6F 6D FF FF FF 6C

C3C0-C416 -- Up B - Trailing colors of one blade from spinning effect
98 00 15 37 9B FF C0 38 9B FF FF 3B 9B FF C0 3C
9B FF FF 3A 9B FF C0 39 9B FF FF 27 9B FF C0 31
9B FF FF 27 9B FF C0 34 9B FF FF 29 9B FF C0 2C
9B FF FF 2B 9B FF C0 2C 9B FF FF 2F 9B FF C0 30
9B FF FF 2E 9B FF C0 2D 9B FF FF 2E 9B FF C0 26
9B FF FF 23 9B FF FF

C417-C46D -- Solid color in the front of the blade from C3C0
98 00 15 25 FF FF FF 26 9B FF FF 24 FF FF FF 2D
9B FF FF 24 FF FF FF 30 9B FF FF 22 FF FF FF 30
9B FF FF 28 FF FF FF 2C 9B FF FF 33 FF FF FF 34
9B FF FF 32 FF FF FF 31 9B FF FF 32 FF FF FF 39
9B FF FF 36 FF FF FF 3C 9B FF FF 35 FF FF FF 38
9B FF FF 2A FF FF FF

C4C0-C576 -- Up B - Second blade of up B spinning effect
98 00 2D 3E FF FF FF 4E 77 8F FF 4A FF FF FF 4D
77 8F FF 49 FF FF FF 4C 77 8F FF 49 FF FF FF 48
77 8F FF 47 FF FF FF 48 77 8F FF 46 FF FF FF 51
77 8F FF 57 FF FF FF 54 77 8F FF 57 FF FF FF 55
77 8F FF 56 FF FF FF 45 77 8F FF 44 FF FF FF 45
77 8F FF 43 FF FF FF 45 77 8F FF 42 77 8F FF 45
77 8F FF 41 77 8F C0 45 77 8F FF 40 77 8F C0 45
77 8F FF 3D 77 8F C0 55 77 8F FF 53 77 8F C0 54
77 8F FF 53 77 8F C0 51 77 8F FF 52 77 8F C0 51
77 8F FF 3F 77 8F C0 48 77 8F FF 4B 77 8F C0 4C
77 8F FF 4B 77 8F C0 4D 77 8F FF 50 77 8F C0 4E
77 8F FF 4F 77 8F FF

C5C0-C5DE -- Up B - Tip of third blade
98 00 07 6D 4F 1F FF 6E 4F 1F C0 6C 4F 1F FF 6F
4F 1F FF 6C 4F 1F FF 72 FF FF FF 58 FF FF FF

C5DF-C675 -- Up B - Rest of the third blade
98 00 25 5E 4F 1F C0 62 4F 1F FF 60 4F 1F C0 61
4F 1F FF 5F 4F 1F C0 66 4F 1F FF 5A 4F 1F C0 65
4F 1F FF 59 4F 1F C0 5C 4F 1F FF 6B 4F 1F C0 69
4F 1F FF 6B 4F 1F C0 70 4F 1F FF 6A 4F 1F C0 70
4F 1F FF 6E 4F 1F C0 70 4F 1F FF 6F 4F 1F FF 70
4F 1F FF 72 FF FF FF 70 4F 1F FF 71 FF FF FF 70
4F 1F FF 5D FF FF FF 69 4F 1F FF 5B FF FF FF 5C
4F 1F FF 5B FF FF FF 65 4F 1F FF 68 FF FF FF 66
4F 1F FF 67 FF FF FF 61 4F 1F FF 64 FF FF FF 62
4F 1F FF 63 FF FF FF

C6C0-C716 -- Up B - Fourth blade trailing part
98 00 15 84 FF FF FF 85 FF FF FF 8C 2A 9F FF 8D
2A 9F FF 8B 2A 9F C0 8D 2A 9F FF 8A 2A 9F C0 83
2A 9F FF 81 2A 9F C0 89 2A 9F FF 80 2A 9F C0 88
2A 9F FF 7F 2A 9F C0 7B 2A 9F FF 7E 2A 9F C0 7C
2A 9F FF 7D 2A 9F C0 77 2A 9F FF 76 2A 9F C0 74
2A 9F FF 75 2A 9F FF

C717-C75D -- Up B - Solid part of fourth blade
98 00 11 85 FF FF FF 82 FF FF FF 8D 2A 9F FF 82
FF FF FF 83 2A 9F FF 86 FF FF FF 89 2A 9F FF 87
FF FF FF 88 2A 9F FF 79 FF FF FF 7B 2A 9F FF 7A
FF FF FF 7C 2A 9F FF 78 FF FF FF 77 2A 9F FF 73
FF FF FF 74 2A 9F FF

C7A0-C7EE -- Up B - Shadowy spinning part that's only there for like 1 frame
98 00 13 91 01 5F FF 92 01 5F C0 90 FF FF FF 92
01 5F C0 93 FF FF FF 96 01 5F C0 95 FF FF FF 97
01 5F C0 94 FF FF FF 9A 01 5F C0 99 FF FF FF 9B
01 5F C0 98 FF FF FF 9E 01 5F C0 9D FF FF FF 9F
01 5F C0 9C FF FF FF 8E 01 5F C0 8F FF FF FF

DA80-DB5A -- Up B - Changes the color of the actual sword
98 00 36 50 AA AA BF 44 AA AA BF 46 CF 3C FF 45
CF 3C FF 25 FF FF FF 26 FF FF FF 2E FF FF FF 2A
FF FF FF 54 FF FF FF 49 FF FF FF 55 DF 7D FF 48
DF 7D FF 15 CF 3C FF 11 CF 3C FF 20 BA EB BF 19
BA EB BF 20 BA EB BF 18 AA AA BF 21 AA AA BF 35
55 55 7F 39 DF 7D FF 2F 55 55 7F 4D DF 7D FF 2F
55 55 7F 4B DF 7D FF 2F 55 55 7F 3E DF 7D FF 3B
DF 7D FF 3E DF 7D FF 3C 55 55 7F 3F 55 55 7F 33
55 55 7F 30 55 55 7F 32 55 55 7F 37 DF 7D FF 17
AA AA BF 1C DF 7D FF 16 BA EB BF 1D DF 7D FF 16
BA EB BF 13 CF 3C FF 10 CF 3C FF 4E DF 7D FF 43
DF 7D FF 4F FF FF FF 42 FF FF FF 2C FF FF FF 29
FF FF FF 27 FF FF FF 23 FF FF FF 52 CF 3C FF 3D
AA AA BF 50 DF 7D FF 44 AA AA BF

DB5B-DB99 -- Up B - Changes handle of the actual sword
98 00 0F 36 55 55 7F 41 55 55 7F 40 55 55 7F 3F
55 55 7F 40 55 55 7F 30 55 55 7F 36 55 55 7F 37
DF 7D FF 36 55 55 7F 3A DF 7D FF 36 55 55 7F 4B
DF 7D FF 41 55 55 7F 3E 55 55 7F 3F 55 55 7F

DB9A-DBC0 -- Up B - Changes back of sword handle
98 00 09 33 55 55 7F 3C 55 55 7F 34 55 55 7F 3B
DF 7D FF 34 55 55 7F 2F 55 55 7F 34 55 55 7F 35
55 55 7F 33 55 55 7F

Sadly I haven't found the front of the dash attack, so it looks like this

I might look for it more later but I'm probably going to move on to someone else.

If anyone wants download links I can put some up.
I expect that many of the fire effects are common textures that are used for multiple places throughout the game. Shared textures like these are typically found in EfCoData (Effects Common Data).

However, because they're _9 textures (meaning they have palettes), you're going to have trouble searching for them by traditional means. This is because during the format conversions (between converting/dumping as PNG/TGA and then converting it back to TPL), the palette and image data is recreated. They could even use the exact same colors, yet have palettes that are arranged completely differently (which directly affects the image data, since it simply points to different indices in the palette).

So how do you find stuff? You might want to try a "reverse search", which would be going into the file, editing various textures, loading up the game, and then seeing what is different. Try changing different textures to different bright colors. Write down which areas you changed to what color, and then look for those colors in the game when you play it. You could also figuring out the width/height of the textures you're looking for. Combine that with the image type, and you should be able to recreate a hex string that represents the header data in the .dat file. Searching for that should help narrow down your search by a lot.

I mapped out a good portion of EfCoData here a while back, however I didn't do any paletted textures. You can use this so you don't search in areas where the textures are already known. If you find fire effects, please let us know. Or better yet, just update that spreadsheet with your findings. I want to do other stuff with the fire effects in the future too.
 
Last edited:

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Whoops missed a post

Anyway, @3B4864 in the dol there is a table that controls the default colors of Character Symbol Color, Magnifying Glass Color, Stadium Name Color, and End Screen Character Background Color based on a person's port or team color.

Red = 991A1A
Blue = 333380
Yellow = 806600
Green = 1A661A
CPU = 666666
Red CPU = 664D4D
Blue CPU = 4D4D66
Yellow CPU?!?! = 665933
Green CPU = 4D664D

This is Yellow changed to Purple



 
Last edited:

fatman667

Smash Journeyman
Joined
May 30, 2011
Messages
364
Location
4S Ranch, San Diego, CA
@ fatman667 fatman667 the parts of fire fox/bird tht are not the color u want are definitely textures, other ppl in this thread previously had problems with it too
@ OmnipotentSpoon OmnipotentSpoon like anutim said, im p sure thts a texture too, but im not sure
Thanks, I ripped the textures, I just don't know how to add the textures back to the game. I'll try figuring it out in the meantime.
 

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
I expect that many of the fire effects are common textures that are used for multiple places throughout the game. Shared textures like these are typically found in EfCoData (Effects Common Data).

However, because they're _9 textures (meaning they have palettes), you're going to have trouble searching for them by traditional means. This is because during the format conversions (between converting/dumping as PNG/TGA and then converting it back to TPL), the palette and image data is recreated. They could even use the exact same colors, yet have palettes that are arranged completely differently (which directly affects the image data, since it simply points to different indices in the palette).

So how do you find stuff? You might want to try a "reverse search", which would be going into the file, editing various textures, loading up the game, and then seeing what is different. Try changing different textures to different bright colors. Write down which areas you changed to what color, and then look for those colors in the game when you play it. You could also figuring out the width/height of the textures you're looking for. Combine that with the image type, and you should be able to recreate a hex string that represents the header data in the .dat file. Searching for that should help narrow down your search by a lot.

I mapped out a good portion of EfCoData here a while back, however I didn't do any paletted textures. You can use this so you don't search in areas where the textures are already known. If you find fire effects, please let us know. Or better yet, just update that spreadsheet with your findings. I want to do other stuff with the fire effects in the future too.[/URL]
Fox's and Falco's up B flames are in EfFxData.dat. Replacing EfFxData.dat with the one in @nube's purple Firefox/Firebird download results in purple flames (obviously for both of them).

I've never really done stuff with textures with hex editing (just Melee Toolkit), but I'm really interested now. I'm fairly certain that someone who knew what they were doing could find the offsets for the textures in question simply by comparing Nube's EfFxData.dat with an unedited one. It looks to me like one starts at 0x18DA0, and I have no idea what I'm doing. Continuing on that, where would I get started on learning about textures on the hex level?
 

OmnipotentSpoon

Smash Cadet
Joined
Mar 8, 2014
Messages
37
I expect that many of the fire effects are common textures that are used for multiple places throughout the game. Shared textures like these are typically found in EfCoData (Effects Common Data).

However, because they're _9 textures (meaning they have palettes), you're going to have trouble searching for them by traditional means. This is because during the format conversions (between converting/dumping as PNG/TGA and then converting it back to TPL), the palette and image data is recreated. They could even use the exact same colors, yet have palettes that are arranged completely differently (which directly affects the image data, since it simply points to different indices in the palette).

So how do you find stuff? You might want to try a "reverse search", which would be going into the file, editing various textures, loading up the game, and then seeing what is different. Try changing different textures to different bright colors. Write down which areas you changed to what color, and then look for those colors in the game when you play it. You could also figuring out the width/height of the textures you're looking for. Combine that with the image type, and you should be able to recreate a hex string that represents the header data in the .dat file. Searching for that should help narrow down your search by a lot.

I mapped out a good portion of EfCoData here a while back, however I didn't do any paletted textures. You can use this so you don't search in areas where the textures are already known. If you find fire effects, please let us know. Or better yet, just update that spreadsheet with your findings. I want to do other stuff with the fire effects in the future too.[/URL]
What I've been doing is searching for "070707", "CF", "4248", or "9800", changing the colors to neon green or whatever, and seeing what changes. Nothing with textures until this.
What's been confusing me is that I think I know the location of the texture in EfKbData. I found it based on looking around the effects that affected the dash attack for something that looked like a texture. 9E20-A01F looks like palette data and when it's set to all 0's the texture disappears. But not all the time. So further down I found that changing AF80-B09F to 0's makes the rest of the texture disappear. So I know it's somewhere in there. But I don't know what to do from there. Using your program I made a .tpl file from the dumped texture, but when I paste it over 9E20 everything gets super messed up...

I think that means that I'm not editing a texture, but I haven't been able to figure out anywhere else that changes the attack.

Any help is greatly appreciated.
 

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
So there is a method of converting RGB to RGBY, but how do you convert the other way?
 

fatman667

Smash Journeyman
Joined
May 30, 2011
Messages
364
Location
4S Ranch, San Diego, CA
Fox's and Falco's up B flames are in EfFxData.dat. Replacing EfFxData.dat with the one in @nube's purple Firefox/Firebird download results in purple flames (obviously for both of them).

I've never really done stuff with textures with hex editing (just Melee Toolkit), but I'm really interested now. I'm fairly certain that someone who knew what they were doing could find the offsets for the textures in question simply by comparing Nube's EfFxData.dat with an unedited one. It looks to me like one starts at 0x18DA0, and I have no idea what I'm doing. Continuing on that, where would I get started on learning about textures on the hex level?
Yea every single one of the textures for the the fire fox and fire bird are _9 textures. I can give you the file names for the textures if that'll help find the offsets for the textures.
 

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
Yea every single one of the textures for the the fire fox and fire bird are _9 textures. I can give you the file names for the textures if that'll help find the offsets for the textures.
I have them all actually, from back when I was trying to change them, but I read that it wasn't simple and immediately gave up lol. But now I'm kind of interested in the whole texture thing but have no idea where to start. If only Nube had mentioned the offsets lol
 
Last edited:

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue

fatman667

Smash Journeyman
Joined
May 30, 2011
Messages
364
Location
4S Ranch, San Diego, CA

DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,179
Location
Sacramento, CA
Here are a few resources if you haven't already seen these (OmnipotentSpoon, you should be able to better recognize textures in hex with this):

The TPL format
The DAT format

Unfortunately I can't really do anything ATM, since I'm traveling and won't be home for several days. I'm just on my :phone:.

Hmm... I wonder if there's a hex editor app....
 

The Realest

Smash Cadet
Joined
Jun 7, 2014
Messages
55
Anyone know how I can get a red fox illusion like Mango uses on his stream?
From Lances first two posts in this thread

go to offset 22050 or search this in your hex editor 00 99 FF FF CC E6 FF FF FF FF FF FF 3E 99 99 9A 42 48 00
change 00 99 FF to whatever color of red you want
and change CC E6 FF to the color of red you used for color 1
 

Ndrew

Smash Rookie
Joined
Jul 10, 2014
Messages
20
Could I make a request for a completely blue firebird? (Falco's up-b).
 

fatman667

Smash Journeyman
Joined
May 30, 2011
Messages
364
Location
4S Ranch, San Diego, CA
Could I make a request for a completely blue firebird? (Falco's up-b).
You should ask for a blue fire fox while at it, since if only fire bird is blue, then fire fox will be partly the original color and partly blue.

Here are a few resources if you haven't already seen these (OmnipotentSpoon, you should be able to better recognize textures in hex with this):

The TPL format
The DAT format

Unfortunately I can't really do anything ATM, since I'm traveling and won't be home for several days. I'm just on my :phone:.

Hmm... I wonder if there's a hex editor app....
Thanks, I'm hoping to get the fire fox/fire bird recolor done some time soon.
 
Last edited:

Deeeej

Smash Rookie
Joined
Jan 21, 2015
Messages
3
You can change them by following the directions in the first post.
guess i shoulda been more clear, was looking for a download link with just the purple laser, but ye I'll just make my own, cheeers
 

OmnipotentSpoon

Smash Cadet
Joined
Mar 8, 2014
Messages
37
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.


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
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.
 

Ndrew

Smash Rookie
Joined
Jul 10, 2014
Messages
20
Could someone link me to a rainbow shine? I keep trying to make it myself, but I always **** something up.
 

Xeofreestyler

Smash Cadet
Joined
Jan 17, 2006
Messages
26
I've successfully changed the logo on white marth's cape (PlMsWh offset 00061320) and it's showing up, but it's only faintly visible. There's a white glow which is making the texture a lot lighter than I want it to be and you can't really see it when Marth is standing, facing to the right. I've tested this with neutral marth too and noticed there seems to always be a tint applied to the cape (for PlMsNr its purple-ish). So I assume there's some hex values that control that tint? I've tried looking for it by file comparisons but so far I haven't really stumbled upon anything that fits the typical patterns... Does anyone have an idea?

The only other explanation I could think of is that it has something to do with the type of material the cape is set to? (Like with stagemodels, some are plastic, some are gritty, .... )
 

DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,179
Location
Sacramento, CA
I've successfully changed the logo on white marth's cape (PlMsWh offset 00061320) and it's showing up, but it's only faintly visible. There's a white glow which is making the texture a lot lighter than I want it to be and you can't really see it when Marth is standing, facing to the right. I've tested this with neutral marth too and noticed there seems to always be a tint applied to the cape (for PlMsNr its purple-ish). So I assume there's some hex values that control that tint? I've tried looking for it by file comparisons but so far I haven't really stumbled upon anything that fits the typical patterns... Does anyone have an idea?

The only other explanation I could think of is that it has something to do with the type of material the cape is set to? (Like with stagemodels, some are plastic, some are gritty, .... )
Is there someplace that explains the material type for stage textures?
 

Xeofreestyler

Smash Cadet
Joined
Jan 17, 2006
Messages
26
Honestly I just vaguely remember reading about this in some post, sorry :\
Trying to learn about this stuff is so hard mainly because there's no centralized source of information, and storing every link / post is impossible.
Has anyone ever tried making a wiki for everything related to melee hacking? I know TC made a nice Hal DAT format page (which I've been helping on)
 

DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,179
Location
Sacramento, CA
I just need to find the hex values to fix the fire fox that I'm trying to mod. I tried finding them, but all I can find are the values I already edited. I'm trying to make the fire fox blue, but parts of the fire fox is still in its original colors: http://i.imgur.com/xVDSBgI.jpg http://i.imgur.com/fB9guAl.jpg
Any idea where the offsets are to edit the effects anyone?
Got some more documentation, Kirby this time.



PlKb.dat
070707
117D0 - 07 07 07 04 FF FF FF 00 00 B2 FF - Up B
Color 1 - Half of the front color from projectile created when up B lands
Color 2 - Half of the trailing color of the projectile
11890 - 07 07 07 04 FF FF FF 00 00 B2 FF - Up B
Color 1 - Other half of the previous effect
Color 2 - The trailing color of this offset's color

4248
12ABC - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 - Side B
Color 1 - Slightly changes the color of the hammer's handle
Color 2 - Doesn't seem to change anything
12B5C - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 - Side B
Color 1 - Slightly changes the color of wooden part of the hammer's head
Color 2 - Doesn't seem to change anything
12BFC - 80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 - Side B
Color 1 - Slightly changes the color of the star on the hammer's head
Color 2 - Doesn't seem to change anything

EfKbData.dat
070707
D15C - 07 07 07 04 FF FF FF 00 00 B2 FF - Up B
Color 1 - Effect of up B when falling to the ground
Color 2 - Trailing part of the effect
F50C - 07 07 07 04 FF FF FF 00 00 CC FF - Jab
Color 1 - Changes the rapid jab's color
Color 2 - Changes the trail of the effect

4248
C17C - 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 42 48 - Up B
Color 1 - Changes the color of the spin at the top of his up B
Color 2 - Primary color of effect
D1CC - 80 80 80 FF 00 FF FF FF FF FF FF FF 00 00 00 00 42 48 - Up B
Color 1 - More colors related to falling part of up B
Color 2 - Primary color of the effect
EC94 - 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 42 48 - Side B
Color 1 - Doesn't do anything noticable
Color 2 - Faint color effect as side B ends

CF ##
1C8 - CF 00 FF FF FF 96 AD DF 00 FF C2 57 - Dash Attack
Color 1 - Some smoke on dash attack
Color 2 - Fringe of the smoke
1D5 - CF 06 FF D4 45 7D AD DF 06 E6 1A 10 - Dash Attack
Color 1 - Dash attack smoke
Color 2 - Fringe of the smoke
1FD - CF 06 00 00 00 00 AD DF 06 FF 11 19 - Dash Attack
Color 1 - Faint dash attack smoke
Color 2 - Fringe of the smoke
27A - CF 00 FF 05 1A C8 AD DF 00 FF FF 82 - Dash Attack
Color 1 - Square particles from dash attack
Color 2 - Other square particles from dash attack
28A - CF 00 FF FF 6E C8 AD DF 00 FF 0C 14 - Dash Attack
Color 1 - Square particles from dash attack
Color 2 - More square particles from dash attack
37F - CF 00 FF FF FF 00 AD DF 00 00 00 00 - Neutral B
Color 1 - Particle created by using swallow
Color 2 - Slightly changes the color, works best when both are the same
38C - CF 03 FF FF FF FF FA 03 AD DF 00 00 00 00 - Neutral B
Color 1 - One side of the swallow particles
Color 2 - Black side of some particles
Notes - The first 6 F's are the first color
The last 6 0's are the second color
The fourth FF changes the transparancy, FF is opaque and 00 is transparant
The FA changes how far the particles come from, changing it to 00 makes them cross the stage
Changing the 03s to 00s makes more of the particles appear
3A7 - CF 00 FF FF FF - Neutral B
Color 1 - One side of some particles
3AD - CF 07 FF FF FF 00 FA 07 AD DF 00 00 00 00 - Neutral B
Color 1 - Changes one side of some particles
Color 2 - Changes one side of some particles
Note - Colors are the same location as 38C, but you can't make them cover the whole stage
42C - CF 00 FF FF FF 00 AD DF 00 00 00 00 - Neutral B
Color 1 - Changes white side of some swallow particles
Color 2 - Changes some white sides
439 - CF 03 FF FF FF FF FA 03 AD DF 00 00 00 00 - Neutral B
Color 1 - White side of some swallow particles
Color 2 - Black side of some particles
Note - Works the same as 38C and setting all both sets of 03's to 00's negates all other particle effects
454 - CF 00 FF FF FF - Neutral B
Color 1 - More white swallow particles
45A - CF 07 FF FF FF 00 FA 07 AD DF 00 00 00 00 - Neutral B
Color 1 - Changes one side of some particles
Color 2 - Changes one side of some particles
Note - Colors are the same location as 38C, but you can't make them cover the whole stage
51C - CF 00 FF FF FF 14 AD DF 00 00 00 00 - Down B
Color 1 - Down B - Faintly tints color 2
Color 2 - Down B - Changes some rocks that appear while starting down B
529 - CF 03 FF FF FF - Down B
Color 1 - Rocks that appear while starting down B
530 - CF 03 FF FF FF - Down B
Color 1 - Faint rocks that appear while starting down B
589 - CF 00 CC CC CC 14 AD DF 00 09 A9 BA - Down B
Color 1 - Outer halo effect around kirby while forming down B
Color 2 - Changes fringes of effect
596 - CF 05 CA CA CA - Down B
Color 1 - Inner halo effect around kirby while forming down B
5F1 - CF 00 FF FF FF 14 AD DF 00 E1 D6 0B - Down B
Color 1 - Inner color of starting line effect on starting down B, fades as it gets closer to kirby
Color 2 - Outer color of line effect when starting down B
5FE - CF 05 FF FF FF - Down B
Color 1 - Inside of lines from 5F1, as they approach kirby
605 - CF 05 FF FF FF - Down B
Color 1 - Faint inside of lines as they approach kirby
664 - CF 00 FF FF FF 14 AD DF 00 00 00 00 - Down B
Color 1 - Tint's rocks while starting down B
Color 2 - Main color of some rocks
671 - CF 03 FF FF FF - Down B
Color 1 - More rocks
678 - CF 03 FF FF FF - Down B
Color 1 - Faint rocks as they approach kirby
6D4 - CF 00 FF FF FF 14 AD DF 00 00 00 00 - Down B
Color 1 - Tints rocks while starting down B
Color 2 - Main color of those rocks
6E1 - CF 03 FF FF FF - Down B
Color 1 - More rocks
6E8 - CF 03 FF FF FF - Down B
Color 1 - Tints rocks as they approach kirby
794 - CF 00 FF FF FF 14 AD DF 00 00 00 00 - Down B
Color 1 - Tint of the rocks while leaving rock form
Color 2 - Color of rocks while leaving rock form
7A1 - CF 03 FF FF FF - Down B
Color 1 - More rocks while leaving rock form
7A8 - CF 03 FF FF FF - Down B
Color 1 - Tints the color of rocks as the move away from kirby
801 - CF 00 CC CC CC C8 AD DF 00 09 A9 BA - Down B
Color 1 - Inside of the halo effect as kirby leaves rock form
Color 2 - Fringes of the halo
80E - CF 01 CA CA CA - Down B
Color 1 - More of the halo effect
815 - CF 05 BA BA BA - Down B
Color 1 - Faint halo effect
869 - CF 00 FF FF FF 14 AD DF 00 E1 D6 0B - Down B
Color 1 - Inner part of ray effect when leaving rock form, only close to kirby
Color 2 - Outter part of the ray effect
876 - CF 05 FF FF FF
Color 1 - Inner part of ray effect of leaving rock form when close to kirby
87D - CF 05 FF FF FF - Down B
Color 1 - Inner part of ray effect when far from kirby
8DC - CF 00 FF FF FF 14 AD DF 00 00 00 00 - Down B
Color 1 - 1/4 of rocks when close to kirby and leaving rock
Color 2 - Rocks when far from kirby and leaving rock
8E9 - CF 03 FF FF FF
Color 1 - Color of 1/4 of rocks when leaving rock
8F0 - CF 03 FF FF FF
Color 1 - Tints the color 1/4 of the rocks from 8E9 when far from kirby
94C - CF 00 FF FF FF 14 AD DF 00 00 00 00
Color 1 - Tints some rocks while leaving rock and close to kirby
Color 2 - Changes the color of 1/3 of the rocks
959 - CF 03 FF FF FF
Color 1 - Color of 1/4 rocks close to kirby when leaving rock
960 - CF 03 FF FF FF
Color 1 - Tints the color of the rocks from 959 when far from kirby


9800
B580-B5F5 -- Dash attack: Front part of column behind kirby
98 00 17 6E FF FF FF 78 7C FF FF FF 86 6D FF FF
FF 77 7B FF FF FF 85 6C FF FF FF 76 79 FF FF FF
83 6B FF FF C0 75 79 FF FF FF 83 77 FF FF C0 81
78 FF FF FF 82 76 FF FF C0 80 80 FF FF FF 8A 7F
FF FF C0 89 81 FF FF FF 8B 7E FF FF C0 88 71 FF
FF FF 7B 70 FF FF C0 7A 69 FF FF FF 73 68 FF FF
C0 72 63 FF FF FF 6B 62 FF FF C0 69 6C FF FF FF
6A 6B FF FF C0 68

B5F6-B657 -- Dash attack: Second part of column behind kirby
98 00 13 7C FF FF FF 86 7D FF FF FF 87 7B FF FF
FF 85 7A FF FF FF 84 79 FF FF FF 83 7A FF FF FF
84 78 FF FF FF 82 74 FF FF FF 7E 80 FF FF FF 8A
75 FF FF FF 7F 81 FF FF FF 8B 6F FF FF FF 79 71
FF FF FF 7B 67 FF FF FF 71 69 FF FF FF 73 64 FF
FF FF 6D 63 FF FF FF 6B 6D FF FF FF 6C 6C FF FF
FF 6A

B658-B6A5 -- Dash attack: Last part of column behind kirby
98 00 0F 7D FF FF FF 87 72 FF FF FF 7C 7A FF FF
FF 84 72 FF FF FF 7C 74 FF FF FF 7E 73 FF FF FF
7D 75 FF FF FF 7F 6A FF FF FF 74 6F FF FF FF 79
66 FF FF FF 70 67 FF FF FF 71 65 FF FF FF 6E 64
FF FF FF 6D 6E FF FF FF 6F 6D FF FF FF 6C

C3C0-C416 -- Up B - Trailing colors of one blade from spinning effect
98 00 15 37 9B FF C0 38 9B FF FF 3B 9B FF C0 3C
9B FF FF 3A 9B FF C0 39 9B FF FF 27 9B FF C0 31
9B FF FF 27 9B FF C0 34 9B FF FF 29 9B FF C0 2C
9B FF FF 2B 9B FF C0 2C 9B FF FF 2F 9B FF C0 30
9B FF FF 2E 9B FF C0 2D 9B FF FF 2E 9B FF C0 26
9B FF FF 23 9B FF FF

C417-C46D -- Solid color in the front of the blade from C3C0
98 00 15 25 FF FF FF 26 9B FF FF 24 FF FF FF 2D
9B FF FF 24 FF FF FF 30 9B FF FF 22 FF FF FF 30
9B FF FF 28 FF FF FF 2C 9B FF FF 33 FF FF FF 34
9B FF FF 32 FF FF FF 31 9B FF FF 32 FF FF FF 39
9B FF FF 36 FF FF FF 3C 9B FF FF 35 FF FF FF 38
9B FF FF 2A FF FF FF

C4C0-C576 -- Up B - Second blade of up B spinning effect
98 00 2D 3E FF FF FF 4E 77 8F FF 4A FF FF FF 4D
77 8F FF 49 FF FF FF 4C 77 8F FF 49 FF FF FF 48
77 8F FF 47 FF FF FF 48 77 8F FF 46 FF FF FF 51
77 8F FF 57 FF FF FF 54 77 8F FF 57 FF FF FF 55
77 8F FF 56 FF FF FF 45 77 8F FF 44 FF FF FF 45
77 8F FF 43 FF FF FF 45 77 8F FF 42 77 8F FF 45
77 8F FF 41 77 8F C0 45 77 8F FF 40 77 8F C0 45
77 8F FF 3D 77 8F C0 55 77 8F FF 53 77 8F C0 54
77 8F FF 53 77 8F C0 51 77 8F FF 52 77 8F C0 51
77 8F FF 3F 77 8F C0 48 77 8F FF 4B 77 8F C0 4C
77 8F FF 4B 77 8F C0 4D 77 8F FF 50 77 8F C0 4E
77 8F FF 4F 77 8F FF

C5C0-C5DE -- Up B - Tip of third blade
98 00 07 6D 4F 1F FF 6E 4F 1F C0 6C 4F 1F FF 6F
4F 1F FF 6C 4F 1F FF 72 FF FF FF 58 FF FF FF

C5DF-C675 -- Up B - Rest of the third blade
98 00 25 5E 4F 1F C0 62 4F 1F FF 60 4F 1F C0 61
4F 1F FF 5F 4F 1F C0 66 4F 1F FF 5A 4F 1F C0 65
4F 1F FF 59 4F 1F C0 5C 4F 1F FF 6B 4F 1F C0 69
4F 1F FF 6B 4F 1F C0 70 4F 1F FF 6A 4F 1F C0 70
4F 1F FF 6E 4F 1F C0 70 4F 1F FF 6F 4F 1F FF 70
4F 1F FF 72 FF FF FF 70 4F 1F FF 71 FF FF FF 70
4F 1F FF 5D FF FF FF 69 4F 1F FF 5B FF FF FF 5C
4F 1F FF 5B FF FF FF 65 4F 1F FF 68 FF FF FF 66
4F 1F FF 67 FF FF FF 61 4F 1F FF 64 FF FF FF 62
4F 1F FF 63 FF FF FF

C6C0-C716 -- Up B - Fourth blade trailing part
98 00 15 84 FF FF FF 85 FF FF FF 8C 2A 9F FF 8D
2A 9F FF 8B 2A 9F C0 8D 2A 9F FF 8A 2A 9F C0 83
2A 9F FF 81 2A 9F C0 89 2A 9F FF 80 2A 9F C0 88
2A 9F FF 7F 2A 9F C0 7B 2A 9F FF 7E 2A 9F C0 7C
2A 9F FF 7D 2A 9F C0 77 2A 9F FF 76 2A 9F C0 74
2A 9F FF 75 2A 9F FF

C717-C75D -- Up B - Solid part of fourth blade
98 00 11 85 FF FF FF 82 FF FF FF 8D 2A 9F FF 82
FF FF FF 83 2A 9F FF 86 FF FF FF 89 2A 9F FF 87
FF FF FF 88 2A 9F FF 79 FF FF FF 7B 2A 9F FF 7A
FF FF FF 7C 2A 9F FF 78 FF FF FF 77 2A 9F FF 73
FF FF FF 74 2A 9F FF

C7A0-C7EE -- Up B - Shadowy spinning part that's only there for like 1 frame
98 00 13 91 01 5F FF 92 01 5F C0 90 FF FF FF 92
01 5F C0 93 FF FF FF 96 01 5F C0 95 FF FF FF 97
01 5F C0 94 FF FF FF 9A 01 5F C0 99 FF FF FF 9B
01 5F C0 98 FF FF FF 9E 01 5F C0 9D FF FF FF 9F
01 5F C0 9C FF FF FF 8E 01 5F C0 8F FF FF FF

DA80-DB5A -- Up B - Changes the color of the actual sword
98 00 36 50 AA AA BF 44 AA AA BF 46 CF 3C FF 45
CF 3C FF 25 FF FF FF 26 FF FF FF 2E FF FF FF 2A
FF FF FF 54 FF FF FF 49 FF FF FF 55 DF 7D FF 48
DF 7D FF 15 CF 3C FF 11 CF 3C FF 20 BA EB BF 19
BA EB BF 20 BA EB BF 18 AA AA BF 21 AA AA BF 35
55 55 7F 39 DF 7D FF 2F 55 55 7F 4D DF 7D FF 2F
55 55 7F 4B DF 7D FF 2F 55 55 7F 3E DF 7D FF 3B
DF 7D FF 3E DF 7D FF 3C 55 55 7F 3F 55 55 7F 33
55 55 7F 30 55 55 7F 32 55 55 7F 37 DF 7D FF 17
AA AA BF 1C DF 7D FF 16 BA EB BF 1D DF 7D FF 16
BA EB BF 13 CF 3C FF 10 CF 3C FF 4E DF 7D FF 43
DF 7D FF 4F FF FF FF 42 FF FF FF 2C FF FF FF 29
FF FF FF 27 FF FF FF 23 FF FF FF 52 CF 3C FF 3D
AA AA BF 50 DF 7D FF 44 AA AA BF

DB5B-DB99 -- Up B - Changes handle of the actual sword
98 00 0F 36 55 55 7F 41 55 55 7F 40 55 55 7F 3F
55 55 7F 40 55 55 7F 30 55 55 7F 36 55 55 7F 37
DF 7D FF 36 55 55 7F 3A DF 7D FF 36 55 55 7F 4B
DF 7D FF 41 55 55 7F 3E 55 55 7F 3F 55 55 7F

DB9A-DBC0 -- Up B - Changes back of sword handle
98 00 09 33 55 55 7F 3C 55 55 7F 34 55 55 7F 3B
DF 7D FF 34 55 55 7F 2F 55 55 7F 34 55 55 7F 35
55 55 7F 33 55 55 7F

Sadly I haven't found the front of the dash attack, so it looks like this

I might look for it more later but I'm probably going to move on to someone else.

If anyone wants download links I can put some up.
CeLL's Texture Finder program.
 

mooki

Smash Apprentice
Joined
Apr 13, 2013
Messages
157
Location
Cali
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.


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
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.
This looks beyond cool dude.
 
Last edited:

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
Found out some more stuff about the "RBGY" format...

First of all, the colors are 16-bit. This means that there are only 31 possible brightness increments for any of the 3 primary colors (RGB). I'm sure most of you are used to working with 255 possible increments, and you simply have to divide by 8 and round down to get the 16-bit equivalent.

Black is x8000, and that's where we're going to be working from.


For every brightness increment of blue, you simply have to add 1 (hex) to the base (x8000), with the maximum being 80 1F.

For each increment in red, you add x0400, the maximum being FC 00.

For green, add x0020, with a maximum of 83 E0.

Using this information you can convert any typical RGB values for use:


Red = (R/8), round down, multiply by 1024 -> convert to hex
Green = (G/8), round down, multiply by 32 -> convert to hex
Blue = (B/8), round down -> convert to hex

Add all the values together, add x8000, and that's your RGBY value.


I'm not sure what the 8000 controls, it might be transparency.




I bet this color stuff is actually really well documented and I just wasted a bunch of time testing and writing this up. :yeahboi:



----------------------------------------------------------
----------------------------------------------------------



To give an example, let's try and find the RGBY equivalent of everyone's favorite color, Magus Purple.



R: 186
G: 176
B: 255

Convert the colors into 16-bit...

186 ÷ 8 = 23.25
176 ÷ 8 = 22
255 ÷ 8 = 31.875

We always round fractions down, so here's our 16-bit result:

R: 23
G: 22
B: 31

Now we need to multiply.

R: 23 × 1024 = 23552
G: 22 × 32 = 704
B: 31

Convert to hex...

R: 23552 → 5C00
G: 704 → 2C0
B: 31 → 1F

Add them together, and add x8000 to get the final value.

x5EDF + x8000 = xDEDF



Keep in mind that you do lose color information by converting to 16-bit. This loss isn't really noticable unless you're working with a gradient, though. Here is Magus purple along with its 16-bit counterpart:



Magus purple is on the left side, the 16-bit color is on the right. Not too big of a difference.
Can anyone help me go backwards on this process? Changing an RGBY color to an RGB color?
 
Last edited:

Smasher81

Smash Rookie
Joined
Sep 9, 2014
Messages
9
Can anyone create a black fireball for Mario and send me the .DAT? Thanks in advance.
 

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
For convenience. Doesn't do anything new.

http://www.mediafire.com/download/waj4vqjau4uxuuv/Effect_Changer.zip

Many (all?) of Lance's offsets are not exact, though, and if you just put them in and change the colors it will probably freeze the game or have really weird effects.
So the format actually doesn't start at 1EC40 but rather 1EC48. Basically my fault for lazy documentation, I just recorded what line things started on.
The offset it wants is the very beginning of the format, i.e. the offset of the first 07 for 07 07 07 format, 98 for 98 00 ## ## format, the first color for 42 48 format (aka the offset of 42 - 0x10), and the CF in CF ## format. Does color previews (what's currently in the dat). Uses the 2 bytes at offset + 0x2 for the number of colors in 98 00 ## ##'s.

The offset is in hexadecimal, you can put 0x if you want but don't have to.
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
For convenience. Doesn't do anything new.

http://www.mediafire.com/download/waj4vqjau4uxuuv/Effect_Changer.zip

Many (all?) of Lance's offsets are not exact, though, and if you just put them in and change the colors it will probably freeze the game or have really weird effects.


The offset it wants is the very beginning of the format, i.e. the offset of the first 07 for 07 07 07 format, 98 for 98 00 ## ## format, the first color for 42 48 format (aka the offset of 42 - 0x10), and the CF in CF ## format. Does color previews (what's currently in the dat), but not for 98 00 ## ## (because RGBY). Uses the byte at offset + 0x3 for the number of colors in 98 00 ## ##'s.

The offset is in hexadecimal, you can put 0x if you want but don't have to.
Awesome stuff Cell.

Here's how to convert an RGBY hex value into it's specific color values. You need to look at specific bits, so probably a bit shift and mask or something. Idk anything about doing this in Python so you've gotta figure it out on your own.

For example, let's take Magus Purple from this example.



0xDEDF

R: 23 (0x17)
G: 22 (0x16)
B: 31 (0x1f)
(16 bit values)

All it is these three numbers in bit format, offset to be back to back.



----------------------------------------------------

RED


GREEN


BLUE



and then the 0x8000 that gets added during the conversion process is the last bit on the left,


------------------------------------------------------

So just mash all those bits together in Red, Green, Blue order from left to right and you get 0xDEDF.


Windows calculator ftw!
 
Last edited:

mooki

Smash Apprentice
Joined
Apr 13, 2013
Messages
157
Location
Cali
I've been working on documenting Mario and Luigi's effects.
For Mario I've been able to change the effects for his tornado, smoke and particle effects for his fireball, particles related to using his cape, and effects that show up when his up B hits an enemy.

Luigi's tornado and effects related to his fireball can be changed. There are some offsets that I have no clue what they do.

And here's a Christmas colored Luigi fireball

PlMr.dat

070707
FA40 - 07 07 07 04 FF 66 00 00 FF 33 00
Color 1 - Inner part of aura around fireball
Color 2 - Outer part of the effect
note: the 4248 effect at FAB0 constrains these values

4248
FAB0 - 80 80 80 FF FF 4C 00 FF FF FF FF FF 3F 00 00 00 42 48
Color 1 - Aura around fireball
Color 2 - Primary color of aura
FB50 - 00 00 00 FF FF FF FF FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Slightly affects the color of the fireball
Color 2 - Primary color of the effect
14EAC - FF FF FF FF FF FF FF FF 33 33 33 FF 3F 80 00 00 42 48
Color 1 - Affects color of the cape
Color 2 - Not sure what this changes, it doesn't constrain the values of color 1
1E7A0 - B3 B3 B3 FF B3 B3 B3 FF FF FF FF FF 3F 80 00 00 42 48
Color 1 - ???
Color 2 - ???

EfMrData.dat
070707
11AF4 - 07 07 07 04 FF FF B2 00 FF 66 00
Color 1 - Circle around hand of fireball
Color 2 - Fringe of that circle
1237C - 07 07 07 04 B2 FF FF 00 00 00 FF
Color 1 - Outside of tornado
Color 2 - Fringe of the tornado
12448 - 07 07 07 04 B2 FF FF 00 00 00 FF
Color 1 - Outside of tornado
Color 2 - Fringe of that effect
12514 - 07 07 07 04 99 CC FF 00 00 00 FF
Color 1 - One side of inner tornado
Color 2 - Fringe of that effect
125E0 - 07 07 07 04 99 CC FF 00 00 00 FF
Color 1 - Other side of inner tornado
Color 2 - Fringe of that effect
126AC - 07 07 07 04 CC FF FF 00 00 33 FF
Color 1 - Effect under the tornado
Color 2 - Fringe of that effect

CF ##
160 - CF 00 FF FF FF FF AD DF 00 FF CC 4A
Color 1 - Hand smoke
Color 2 - Fringe of effect
175 - CF 00 FF A2 17 FF AD DF 00 BA 12 0D
Color 1 - More hand smoke
Color 2 - Fringe of effect
182 - CF 07 9C 06 0B 78 AD DF 07 54 04 05
Color 1 - More hand smoke
Color 2 - Fringe of effect
1FC - CF 00 BD BC A8 00 AD DF 00 CC 77 08
Color 1 - ???
Color 2 - ???
20A - CF 00 C7 BB 0D C8 AD DF 00 D4 3B 08
Color 1 - Trailing fire from fireball
Color 2 - Fringe of effect
21D - CF 00 FF A8 00 FF AD DF 00 FF 59 00
Color 1 - More trailing fire
Color 2 - Fringe of effect
22A - CF 08 FF 07 0F 00 AD DF 08 51 0A 00
Color 1 - More trailing fire
Color 2 - Fringe of effect
2E3 - CF 00 FD EB 74 FF AD DF 00 E3 3C 09
Color 1 - Ball particles behind fireball
Color 2 - Fringe of particles
2F0 - CF 0C B9 03 03 B4 AD DF 0C 61 01 01
Color 1 - Ball particles behind fireball
Color 2 - Fringe of particles
353 - CF 00 FD E4 67 FF AD DF 00 D4 23 04
Color 1 - Ball particles behind fireball
Color 2 - Fringe of particles
360 - CF 0C 7D 42 02 B4 AD DF 0C 2E 00 00
Color 1 - Particles around fireball
Color 2 - Outside of some particles
3C9 - CF 00 FE FC E2 FF AD DF 00 FF F7 5C
Color 1 - Dust from fireball's landing
Color 2 - Fringe of dust
3DB - CF 00 FC E6 69 FF AD DF 00 D6 0B 0E
Color 1 - More dust from fireball's landing
Color 2 - Fringe of dust
3E8 - CF 07 F9 AC 06 78 AD DF 07 6B 05 07
Color 1 - Faint dust from fireball's landing
Color 2 - Fringe of dust
474 - CF 00 FF 29 0C FF AD DF 00 FF FF 82
Color 1 - Square particles behind fireball
Color 2 - More square particles behind fireball
484 - CF 00 FF FF 6E FF AD DF 00 FF 0C 14
Color 1 - Square particles behind fireball
Color 2 - More square particles behind fireball
4DE - CF 00 6B FD FF FF AD DF 00 11 05 FF
Color 1 - Front sparkle from cape
Color 2 - Fringe of the effect
4EC - CF 08 D1 A3 FF
Color 1 - Part of front sparkle from cape
503 - CF 04 BF 09 A1
Color 1 - Faint effect on sparkle
567 - CF 00 00 00 00
Color 1 - Affects smaller sparkles from cape
62C - CF 00 FF CE 0A FF AD DF 00 C7 05 05
Color 1 - Effect when in contact while using up B
Color 2 - Fringe of that effect
63D - CF 04 FF 37 05
Color 1 - Faint effect on up B contact
69C - CF 00 F7 FF 0A FF AD DF 00 D7 37 06
Color 1 - Rays from contact on up B
Color 2 - Fringe of that effect
6A9 - CF 08 FB FF 0A
Color 1 - Faint rays from contact on up B
700 - CF 00 B5 F6 FF FF AD DF 00 0C 17 D7
Color 1 - Effect near fist of up B contact
Color 2 - Fringe of that effect
70D - CF 04 05 6A C7
Color 1 - Faint effect near fist of up B contact

4248
11B64 - 80 80 80 FF FF FF 99 FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Starting color of ring around hand after using fireball
Color 2 - Ending color of ring
123EC - 80 80 80 FF FF FF D0 FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Ending color of outer tornado
Color 2 - Controls the color the effect
124B8 - 80 80 80 FF FF FF D0 FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Slightly changes ending color of outer tornado
Color 2 - Controls the majority of the color
12584 - 80 80 80 FF FF FF D0 FF FF FF FF FF 00 00 00 00 42 48
Color 1 - One side of spinning effect as tornado ends
Color 2 - Primary color of that effect
12650 - 80 80 80 FF FF FF D0 FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Other side of spinning effect
Color 2 - Primary color of that effect
1271B - 80 80 80 FF FF FF E3 FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Effect below mario as tornado ends
Color 2 - Primary color of that effect

PlLg.dat
070707
F3B8 - 07 07 07 04 FF 66 00 00 FF 33 00
Color 1 - Inner part of aura around fireball
Color 2 - Outer part of the effect
note: the 4248 effect at F428 constrains these values

4248
F428 - 80 80 80 FF 00 FF 00 FF FF FF FF FF 3F 00 00 00 42 48
Color 1 - Aura around fireball
Color 2 - Sets restraints on fireball
F4C8 - 00 00 00 FF FF FF FF FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Affects the color of the fireball slightly
Color 2 - Primary color of effect
19C1C - 80 80 80 FF B3 B3 B3 FF FF FF FF FF 3F 80 00 00 42 48
Color 1 - ???
Color 2 - ???

EfLgData.dat

070707
111E0 - 07 07 07 04 CC FF E5 00 19 B2 00
Color 1 - Inside of ring created when using neutral B
Color 2 - Fringe of ring
11A70 - 07 07 07 04 FF FF B2 00 FF B2 00
Color 1 - Outer part of tornado
Color 2 - Fringe of effect
11B48 - 07 07 07 04 FF FF B2 00 FF CC 00 -
Color 1 - Upper part of tornado
Color 2 - Fringe of effect
11C14 - 07 07 07 04 FF FF E5 00 FF FF 00
Color 1 - One side of inner tornado
Color 2 - Fringe of that side
11CE0 - 07 07 07 04 FF FF CC 00 FF FF 00
Color 1 - Other side of inner tornado
Color 2 - Fringe of that side
11DAC - 07 07 07 04 FF FF CC 00 FF B2 00
Color 1 - Underneath torando effect
Color 2 - Fringes of that effect

CF ##
E8 - CF 00 FF FF FF FF AD DF 00 83 FF 7D
Color 1 - Smoke around hand for fireball
Color 2 - Fringe of smoke
FD - CF 00 26 FF 43 FF AD DF 00 2A BA 4E
Color 1 - More smoke around hand
Color 2 - Fringe of smoke
10A - CF 07 14 9C 2D 78 AD DF 07 0C 54 19
Color 1 - Smoke trail behind hand in fireball
Color 2 - Fringe of smoke
184 - CF 00 93 A3 94 00 AD DF 00 16 AB 2A ???
Color 1 - ???
Color 2 - ???
192 - CF 00 22 AB 0A C8 AD DF 00 12 BA 1B
Color 1 - Smoke behind fireball
Color 2 - Fringe of smoke
1A5 - CF 00 12 B0 0A FF AD DF 00 14 AB 0F
Color 1 - Smoke behind fireball
Color 2 - Fringe of smoke
1B2 - CF 08 07 7A 12 00 AD DF 08 05 3A 10
Color 1 - Faint smoke behind fireball
Color 2 - Fringe of smoke
26B - CF 00 02 FD 02 FF AD DF 00 12 BA 15
Color 1 - Ball particles upon fireball hitting a wall
Color 2 - Fringe of that effect
278 - CF 0C 0B 5C 08 B4 AD DF 0C 05 2E 15
Color 1 - More ball particles
Color 2 - Fringe of those particles
2DB - CF 00 FF 00 00 FF AD DF 00 FF 00 00
Color 1 - More ball particles
Color 2 - Fringe of particles
2E8 - CF 0C 0D 8A 0F B4 AD DF 0C 0A 4F 12
Color 1 - Particles around fireball
Color 2 - Fringe of those particles
350 - CF 00 BD FD BB FF AD DF 00 4C FF 55
Color 1 - Dust from fireball collision
Color 2 - Fringe of dust
363 - CF 00 7B FD 77 FF AD DF 00 0E B8 1C
Color 1 - More dust
Color 2 - Fringe of dust
370 - CF 07 31 F8 3B 78 AD DF 07 0D 57 19
Color 1 - More dust
Color 2 - Fringe of dust
3FC - CF 00 1A DC 24 FF AD DF 00 5E FF 64
Color 1 - Square particles behind fireball
Color 2 - Other square particles
40C - CF 00 7C FF 70 FF AD DF 00 1A D9 26
Color 1 - ???
Color 2 - ???
534 - CF 00 FF CE 0A FF AD DF 00 C7 05 05
Color 1 - ???
Color 2 - ???
545 - CF 04 FF 37 05
Color 1 - ???
5A4 - CF 00 F7 FF 0A FF AD DF 00 D7 37 06
Color 1 - ???
Color 2 - ???
5B1 - CF 08 FB FF 0A
Color 1 - ???
608 - CF 00 B5 F6 FF FF AD DF 00 0C 17 D7
Color 1 - ???
Color 2 - ???
615 - CF 04 05 6A C7
Color 1 - ???

42 48
1125C - 80 80 80 FF 66 FF 99 FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Starting color of ring around hand after using fireball
Color 2 - Ending color of the ring
11AEC - 80 80 80 FF FF FF D0 FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Outer ring of tornado as it finishes
Color 2 - Controls the color
11BB8 - 80 80 80 FF FF FF D0 FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Another finishing part of tornado
Color 2 - Controls the color
11C84 - 80 80 80 FF FF FF D0 FF FF FF FF FF 00 00 00 00 42 48
Color 1 - One side of finishing tornado effect
Color 2 - Controls the majority of the color
11D50 - 80 80 80 FF FF FF D0 FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Other side of finishing tornado effect
Color 2 - Controls the majority of the color
11E20 - 80 80 80 FF FF FF E3 FF FF FF FF FF 00 00 00 00 42 48
Color 1 - Tornado effect below Luigi
Color 2 - Controls the majority of the color

And here are downloads for the tornado effects if anyone is interested.
Mario red tornado - http://www.mediafire.com/download/ibvh81g2rr29d2u/EfMrData_-_Red_Tornado.dat
Luigi green tornado - http://www.mediafire.com/download/wv0fulc2z8o2d85/EfLgData_-_Green_Tornado.dat
Is there any way you could upload that awesome looking fireball too please? :)
 

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
Added in previews for 98 00 ## ## (just uses the first color if they are different).
Also fixed it to use the ## ## in 98 00 ## ## for the number of colors, instead of just the second byte lol. Missed that.
 

Joshiii

Smash Rookie
Joined
Jan 27, 2015
Messages
5
Curious, is it possible for someone to make a custom character with effects swapped etc to be downloaded?
 

OmnipotentSpoon

Smash Cadet
Joined
Mar 8, 2014
Messages
37
Got Samus's effects documented, and made set of red effects in case anyone is interested.
EfSsData
CF ##
1DC - CF 00 20 63 8F FF AD DF 00 06 02 51 - Neutral B
Color 1 - Rays coming out of charge shot
Color 2 - Outer parts of the rays
243 - CF 00 8F 8F 8F FF AD DF 00 06 04 8F - Neutral B
Color 1 - Color of lightning on initial relase of charge shot
Color 2 - Slightly changes the color (The effect isn't very noticeable if it doesn't match color 1)
2E7 - CF 00 FF FF FF 00 AD DF 00 09 00 87 - Neutral B
Color 1 - Doens't seem to do much to color 2
Color 2 - Main outer color of rays created during charging charge shot
2F4 - CF 03 FF FF FF - Neutral B
Color 1 - Faint rays moving toward charge shot
2FB - CF 00 FF FF FF - Neutral B
Color 1 - Inner part of rays from 2E7
34D - CF 00 0F 57 FF 00 AD DF 00 19 06 82 - Neutral B
Color 1 - Inner part of faint color surrounding samus during charging
Color 2 - Outer part of the effect
366 - CF 04 1C 91 FF - Neutral B
Color 1 - Aura around charging
3FD - CF 00 F8 AC 07 96 AD DF 00 FF 09 05 - Side B
Color 1 - Aura around shooting rocket
Color 2 - Fringe of the effect
416 - CF 08 FF 37 0A - Side B
Color 1 - Faint aura around shooting the rocket
46E - CF 00 C2 77 42 FF AD DF 00 6E 1B 1D - Side B
Color 1 - Smoke effect after shooting rocket
Color 2 - Other parts of the same smoke cloud
47B - CF 20 86 7E 82 00 AD DF 20 00 00 00 - Side B
Color 1 - Smoke from shooting rocket
Color 2 - Other parts of the same smoke cloud
4DD - CF 00 FF FF FF FF AD DF 00 F9 D6 10 - Side B
Color 1 - Flash around shooting rocket for like 1 frame
Color 2 - Fringe of the effect
4F9 - CF 00 FF FF FF FF AD DF 00 F9 D6 10 - Side B
Color 1 - Another flash around the rocket shot
Color 2 - Fringe of the effect
594 - CF 00 72 DD FD FF AD DF 00 08 4C F7 - Side B
Color 1 - Smoke trailing right behind super missile
Color 2 - Dark spots in clouds
5A1 - CF 08 FD 20 07 00 AD DF 08 79 01 07 - Side B
Color 1 - Middle trailing smoke behind super missile
Color 2 - Dark spots in clouds
610 - CF 00 00 00 00 00 AD DF 00 00 00 00 - Side B
Color 1 - Faint trailing smoke very far behind super missile
Color 2 - Dark spots in clouds
61D - CF 05 D3 AB A1 FF AD DF 05 51 23 1F - Side B
Color 1 - Very visible clouds trailing at very end of the super missile
Color 2 - Dark spots in clouds
62B - CF 0F 44 3B 43 00 AD DF 0F 00 00 00 - Side B
Color 1 - Faint clouds trailing very end of super missile
Color 2 - Dark spots in clouds
6D4 - CF 00 FD DB 86 FF AD DF 00 F5 77 09 - Side B
Color 1 - Smoke trailing right behind homing missile
Color 2 - Dark spots in clouds
6E1 - CF 08 FD 57 0A 00 AD DF 08 78 2D 02 - Side B
Color 1 - More smoke trailing behind previous effect of homing missile
Color 2 - Dark spots in clouds
750 - CF 00 D4 8F 79 00 AD DF 00 47 2A 29 - Side B
Color 1 - Faint clouds behind previous effect of homing missile
Color 2 - Dark spots in the clouds
75D - CF 05 A6 5D 62 FF AD DF 05 66 1E 1F - Side B
Color 1 - Even more clouds behind previous effect of homing missile
Color 2 - Dark spots in the clouds
76B - CF 0F 63 29 2C 00 AD DF 0F 47 17 16 - Side B
Color 1 - Faint trailing clouds behind previous effect of homing missile
Color 2 - Dark spots in the clouds
7CD - CF 00 FF 0A 0A FF AD DF 00 82 06 0A - Side B
Color 1 - Ring around the rocket as it moves
Color 2 - Outer parts of the ring
875 - CF 00 FD 7D D9 FA AD DF 00 2B 0B F9 - Neutral B
Color 1 - Aura effect after shooting charge shot
Color 2 - Outer part of the effect
88F - CF 04 A9 0C FD - Neutral B
Color 1 - Faint aura effect after shooting charge shot
8DD - CF 00 FF FF FF FF AD DF 00 FF FF FF - Neutral B
Color 1 - 1 frame cloud effect after shooting charge shot
Color 2 - Fringe of the effect
8F9 - CF 00 FF FF FF FF AD DF 00 2C 11 F8 - Neutral B
Color 1 - 1 frame effect after shooting charge shot
Color 2 - Fringe of the effect
947 - CF 00 FF FF FF FF AD DF 00 1A 0A FF - Neutral B
Color 1 - Inner part of rays created after shooting charge shot
Color 2 - Outer part of the rays
955 - CF 06 FF FF FF - Neutral B
Color 1 - Faint rays created after shooting charge shot

070707
114C4 - 07 07 07 04 FF FF 8A 00 FF 4C 00 - Up B
Color 1 - Inner color of screw attack
Color 2 - Fringe of effect
11584 - 07 07 07 04 FF FF FF 00 00 00 FF - Up B
Color 1 - Lightning around samus during screw attack
Color 2 - Fringe of lightning
11644 - 07 07 07 04 FF FF FF 00 00 00 FF - Up B
Color 1 - Lightning around samus during screw attack
Color 2 - Fringe of lightning
11704 - 07 07 07 04 FF FF FF 00 00 00 FF - Up B
Color 1 - More lightning around samus
Color 2 - Fringe of lightning
117C4 - 07 07 07 04 FF FF FF 00 00 00 FF - Up B
Color 1 - More lightning around up B
Color 2 - Fringe of the effect
120D0 - 07 07 07 04 33 B2 FF 00 00 00 FF - Neutral B
Color 1 - Inner part of ring around the blaster after charge shot
Color 2 - Outer part of the ring

4248
11534 - 80 80 80 FF D8 FF CF FF FF FF FF FF 00 00 00 00 42 48 - Up B
Color 1 - Doesn't seem to do much
Color 2 - Outer color of screw attack

PlSs.dat
070707
35B5C - 07 07 07 04 7F CC FF 00 00 00 E5 - Neutral B
Color 1 - A ring that circles around charge shot
Color 2 - The outer part of the ring
35C28 - 07 07 07 04 7F CC FF 00 00 00 E5 - Neutral B
Color 1 - Other ring around the charge shot
Color 2 - Outer part of the ring

4248
D414 - E6 E6 E6 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 - Down B
Color 1 - Tints the color of the outside of bombs
Color 2 - Doesn't seem to do anything
10600 - 80 80 80 FF B3 B3 B3 FF FF FF FF FF 3F 80 00 00 42 48 - Side B
Color 1 - Changes the color of the shadow on the rocket's tip
Color 2 - Doesn't seem to do anything
106A0 - 80 80 80 FF B3 B3 B3 FF FF FF FF FF 3F 80 00 00 42 48 - Side B
Color 1 - Tints the color of the rocket's body
Color 2 - Doesn't seem to do anything
10740 - 80 80 80 FF B3 B3 B3 FF FF FF FF FF 3F 80 00 00 42 48 - Side B
Color 1 - Changes the color of connectors between body of rocket and the thrusters(?)
Color 2 - Doesn't seem to do anything
107E0 - 80 80 80 FF B3 B3 B3 FF FF FF FF FF 3F 80 00 00 42 48 - Side B
Color 1 - Tint's the color of the shadow on the rocket's thrusters
Color 2 - Doesn't seem to do anything
The downloads make changes both EfSsData.dat and PlSs.dat

Only Charge Shot
http://www.mediafire.com/download/ccb1eil22zwm6eb/EfSsData-Red_Charge_Shot.dat
http://www.mediafire.com/download/3j9i9vs0ipqd22e/PlSs-Red_Charge_Shot.dat

Only Screw Attack
http://www.mediafire.com/download/s83tz6xw0nkdqb1/EfSsData-Red_Screw_Attack.dat
http://www.mediafire.com/download/9fdmu8zuceuujfv/PlSs-Red_Screw_Attack.dat

Only Missile
http://www.mediafire.com/download/74fbpnwrsbwub42/EfSsData-Missile.dat
http://www.mediafire.com/download/rdbd5nm6fttsdxw/PlSs-Missile.dat

All 3
http://www.mediafire.com/download/xsm2b2jmqdrmd11/EfSsData-Red_All.dat
http://www.mediafire.com/download/fm6d2j1pv9co5r7/PlSs-Red_All.dat

As a note the actual charge shot is a texture.
Here's a link to the texture, and it's at offset 36840 in PlSs.dat.

And if you've ever wanted to make someone taste the rainbow in Melee...

http://www.mediafire.com/download/modp2ykbgdommmo/PlSs_Skittles.dat

Something that I think should be included in the front post is that not all 4248 formats follow the rule that color 1 is dependent on color 2. There are some where that's the case, but the ones I have labeled as
"Color 1 - Something
Color 2 - Doesn't seem to do anything"
means that color 2 can be anything and color 1 is always the same.
 
Last edited:
Top Bottom