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Changing Color Effects in Melee!

DRGN

Technowizard
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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.




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.
 
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Lanceinthepants

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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



 
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fatman667

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@ 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

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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

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Messages
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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

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So there is a method of converting RGB to RGBY, but how do you convert the other way?
 

fatman667

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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

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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
 
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Lanceinthepants

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fatman667

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DRGN

Technowizard
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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

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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

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Could I make a request for a completely blue firebird? (Falco's up-b).
 

fatman667

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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.
 
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Deeeej

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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

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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.
 

Ndrew

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Could someone link me to a rainbow shine? I keep trying to make it myself, but I always **** something up.
 

Xeofreestyler

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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

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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

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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
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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.




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

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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.
This looks beyond cool dude.
 
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CeLL

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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?
 
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Smasher81

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Can anyone create a black fireball for Mario and send me the .DAT? Thanks in advance.
 

CeLL

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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.
 
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Achilles1515

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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!
 
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mooki

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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



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

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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

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Curious, is it possible for someone to make a custom character with effects swapped etc to be downloaded?
 

OmnipotentSpoon

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Got Samus's effects documented, and made set of red effects in case anyone is interested.
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.
 
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