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Changing Color Effects in Melee!

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Guide to Changing Color Effects in Melee!

Hey everybody! For a long time, changing the colors of different effects has been knowledge sought after by a lot of people. Many people probably cracked the formats far earlier then I (nube and matoooya) and I had some direct help (Mr. H) and some indirect help (Steelia, Zyx, many many others), so I decided to create a comprehensive guide about everything I have found. The guide may look long-winded, especially for experienced melee hackers, but I am prioritizing user friendliness. I want everyone to be able to create a melee ISO with changes very specific to them.

Programs Needed:
1. Hex Editor (I use HxD)
2. GCTool/GCRebuilder (to import/export dat files)
3. Dolphin (to look at your altered ISO)

Knowledge Needed:
1. Basic use of the programs above
2. RR BB GG color format

All the programs and the knowledge needed above can be found in Melee, Hacks, and You!: http://www.smashboards.com/showpost.php?p=8256444&postcount=1
Also you can play around with RR BB GG color format here (use the color wheel at the bottom): http://www.2createawebsite.com/build/hex-colors.html

Helpful Knowledge:
1. Decimal to Hexadecimal conversion
2. Familiarity with dat files

Important Notes:
1. At the end of the guide I have a list of offsets for a number of color effects in the game. This list is nowhere near complete and I encourage others to use this knowledge to find these offsets for the rest of the community!
2. Not every "special effect" is covered by these formats. Some effects are _8 or _9 textures, or some could be in a different format. If there is something specific you want to change, don't give up! Feel free to post in this thread of PM me for help!
3. If you do end up searching for different offsets, remember just because you found a 07 07 07, 98 00 ## ##, or 42 48 in the dat file does not mean it is always fits these formats. Make sure it fits the formats outlined in the guide before changing values!
4. This guide is not all encompassing. There may be other color formats out there I am not aware of. Anyone with additional information, I encourage you to post it.

Introduction:

There are 4 formats to changing color effects in Melee that I have found. The 07 07 07 format, the 98 ## ## ## format, the 42 48 format, and the CF ## format. I will also outline a section with the random offsets me and others have found that also change color.

1. 07 07 07 format

Step one: Understanding the format!

I feel this is probably the easiest format so I will start with it first. You will find this format in your specific dat file starting with the hex code 07 07 07 (hence the name) and after it will follow a specific pattern (pictured below).


Figure 1 - Breakdown of 07 07 07 format

Format Header - This corresponds to the values 07 07 07 in this format. These are the values you should search for in your dat file when looking for specific offsets.

Transparency Control - This value controls the transparency of your effect. I have found changing this value either will crash your game or make the effect disappear completely, so I always leave it alone.

Color 1 - This color controls the first color of the effect. RR GG BB format

Color 2 - This color controls the second color of the effect. RR GG BB format

Step two: Changing the colors!

Now that you know the boring stuff, let's change some colors. I will do a step by step 070707 color change on Pikachu's Down B lightning!

I decided I want color 1 to be Magenta (FF 00 FF) and color 2 Black (00 00 00). So first I will open PlPk.dat in my hex editor and go to the offset C354 (locations of color offsets and files can be found at the end of the guide). This offset is the one picture above. I find that originally Color 1 is FF FF FF (White) and Color 2 is FF FF 00 (Yellow). Looking at Dolphin I see that the colors correspond to the figure below.


Figure 2 - Color breakdown of Pikachu's down B

So I insert the two colors I want into their corresponding places. FF 00 FF will replace FF FF FF and 00 00 00 will replace FF FF 00. I saved my dat file and using GCTool/GCR, I import my PlPk.dat file into the proper place. I start up Dolphin and below is the result.


Figure 3 - Altered Pikachu down B

That is all you need to understand the 07 07 07 format, let's keep moving!


2. 98 00 ## ## format ("Matrix" format)

Step one: Understanding the format!

IMPORTANT NOTE (PLEASE READ):
There are many other things in the dat file that use the 98 index to mark the head of a grouping of code. When searching for 98 format that corresponds to color, be confident that the data you are changing is color code and not some other type of code. Repeated values will be the tell tale sign, but most of the 98 indexes will not control color!


This format is definitely more tricky than the 07 07 07 format, because it can come in 2 different variations and it doesn't use the common RRGGBB color code. This format will always start with 98 and then the next 3 bytes (6 values) will vary. This information isn't too important to change the color so when searching for these "matrices" in the search for "98 00". After these first 4 bytes is where you will be able to format the color. This color code contains 2 bytes and is much different from RRGGBB. In this guide I will be referring to this 2 byte color code as RG BY (values listed below). Remember how I said there was 2 variations? The bytes in between the first color (byte 5) and the second color will be either 2 or 3 bytes. These matrices correspond to 2D and 3D objects in the game, so the number of bytes in between each color represent the vertices (or the face) that this object has. 2D objects have 2 bytes between each color (X and Y vertices) and 3D have 3 (X, Y, and Z vertices). This is important to remember, because this information can be helpful when looking for untexturable 2D or 3D objects in the dat file. Both formats are shown below.


Figure 4 - Matrix with 3 vertices in between each color


Figure 5 - Matrix with 2 vertices in between each color

Primitive Flag ("Matrix Index") - This indicates the start of the matrix. Use this number to search for matrices in your dat file and use it for finding the relative locations of your color format.

Index Count - This will show you how many indexes (number of faces and number of colors) that will be in the matrix. Since we aren't too worried about faces we can use this number to tell us how many colors we can edit. According to Figure 4 there will be 25 indexes, but this number is in hexadecimal so converting it to decimal yields 37 color indexes, which is indeed correct.

Color - This corresponds to the individual color of each face. It can be hard to tell what changes what, especially on larger matrices, so I would advise solid color changes across the board. Below is a nice breakdown of how the shine matrix works. Colors are in the RGBY format.


Figure 6- Breakdown of shine matrix, showing face and corresponding color values (Thanks to Unlucky XIII)

Step two: Changing the colors

Changing the colors of a matrix is quite similar to the 07 07 07 format, except that there are many more colors to change. I definitely encourage experimentation with what colors change what faces, which can create some awesome effects (Like the rainbow shine in Figure 6).

RG BY Value List
FC 00 = Red
FC 1F = Magenta
0F F0 = Green
00 10 = Black
FF FF = White
00 FF = Blue
0F 0F = Turquoise
99 F0 = Light Brown
B1 00 = Redish Orange
FC FF = Light Purple
5D 88 = Grey
BF 00 = Dim Yellow
C8 F5 = Dark Pink
D2 3B = Pink
BB B1 = Yellow
4C 22 = Maroon
A5 0F = Purple
0A 60 = Dark Green
Thanks to Mr. H for the list!

Also, check out SypherPhoenix's guide to creating your own 16bit colors - http://www.smashboards.com/showpost.php?p=14871954&postcount=114

3. 42 48 format

Step one: Understanding the format!

The 42 48 format is also more tricky then the 070707 format and is not quite straightforward as the "matrix" format. Like the 070707 format though, it uses RR GG BB color format and they are quite easy to find. 42 48 will always be directly after the values being changed, unlike the other 2 formats. It will follow the pattern seen below.


Figure 7- Breakdown of 42 48 format

Color 1 - This color controls part of effect being changed. It is based off of the colors in Color 2 (more info below). Follows RR GG BB format

Color 2 - This color controls part of the effect being changed. Controls the colors that can be used by Color 1. Follows RR GG BB format

Transparency Control - These 8 values control the transparency for the effect. Changing these values, may create some interesting effects, but may also cause game crashes or the effect to disappear. I usually leave these values alone.

This format is a little bit trickier because the second color's RR GG BB values constrain what can be used in the first color. If the 2nd color is FF FF FF (white) then this allows the first color to be anything within range of colors, which is every color in the RR GG BB spectrum. If the 2nd color was 00 00 FF (blue) and the 1st color was set to FF 00 00 (red) the first color would show up black (00 00 00), because the RR part of the 2nd color was set to 00. This means that the color you choose for Color 2 has a big impact on the colors that can be used for the effect. If you want the effect to be a solid color, then change both Color 1 and Color 2 to the same values.

Step two: Changing the color!

Here is the process applied to the Ice Climber's Up B Rope.

I found the offset for Up B in PlPp.dat at offset E84C. I found Color 1 is the back of the rope and Color 2 is the front of the rope. I want to change the rope to green and black. I realize for part of the rope to be Black, then that must be Color 1, and green must be Color 2. Changing Color 1 to black (00 00 00) and Color 2 to green (00 FF 00) I get the result showed below.


Figure 8 - Color Changed Ice Climber Rope.


4. CF ## Format

Step one: Understanding the format!

This format is very similar to the 07 07 07 format and is quite simple to understand. This format is found at the very beginning of effect dat files. It has two types of formats though, one in which it has 1 RRGGBB color or 2 RRGGBB colors. Both formats are described below. You will know the difference between the 2 formats by the values in the middle. The format with 2 colors will have 4 bytes between the two colors. The 2 bytes before the Color 2 will be "DF ##" with "##" being the same value as the byte after "CF".


Figure 9 - Breakdown of CF format with 1 Color

Format Header - This corresponds to the values CF ##. The ## varies between a number values, most commonly 00. Use these values to search for these offsets.

Color - This color controls the color of the effect. RR GG BB format.


Figure 10 - Breakdown of CF format with 2 Colors

Format Header - This corresponds to the values CF ##. The ## varies between a number values, most commonly 00. Use these values to search for these offsets.

Color 1 - This color controls the first color of the effect. RR GG BB format.

Color 2 - This color controls the first color of the effect. RR GG BB format. The 2 bytes before the Color 2 will be "DF ##" with "##" being the same value as the byte after "CF".

Step two: Changing the color

Here is the process applied to Pikachu's Aerial Neutral B.

I found the middle of Pikachu's Neutral B was found at 166 of EfPkData.dat. I changed Color 1 to Black (00 00 00) and Color 2 to Red (FF 00 00). I get the result below.


Figure 11 - Color Changed Pikachu's Aerial Neutral B

5. Random Offsets (Sword Swing and Game and Watch Color)

These are the offsets that are very specific to certain files, instead of being a universal format across the dat files. While changing the color of the Sword Swing (or Sword Trail) does follow a format, it only applies for a very small subsection of characters/items (only Marth, Roy, Link, Young Link, and Beam Swords). I don't think Game and Watch's colors follow any format you will see for any other character.

Sword Swing

The offset for character's sword swing follows a specific format that starts with FF 00. Zyx outlined this format in Marth's dat file.


Figure 12 - Format to changing a character's sword swing (thanks to Zyx!)

Color 1 - Controls the color of the major part of the sword swing. RR GG BB format.

Color 2 - Controls the color of the minor part of the sword swing. RR GG BB format.


Figure 13 - Color breakdown of Marth's Sword Swing


Game and Watch Color

Game and Watch cannot be textured hacked, and thanks to Steelia's findings his different colors can be controlled with the RR BB GG format in the his dat file (PlGw.dat) at the offset 379C. This is pictured below.


Figure 14 - Color Breakdown of Game and Watch

Based on this offset, Color 1 controls his neutral color (Black), Color 2 controls his red color, Color 3 controls his blue color, and Color 4 controls his green color.


Other Important Color Changing Posts/Guides:

Cosmetic Hitbox Element Guide by Lanceinthepants - http://www.smashboards.com/showpost.php?p=13605606&postcount=14

Charging Smash Attacks Effects Guide by Lanceinthepants - http://www.smashboards.com/showpost.php?p=13616960&postcount=23

Formatting of RGBY Colors by SypherPhoenix - http://www.smashboards.com/showpost.php?p=14871954&postcount=114

Structure of Texture and Material Color Data Structure by Revel8n - http://smashboards.com/threads/melee-dat-format.292603/

Texture Hacking Effects by DRGN - http://smashboards.com/threads/hacking-effects.369294/


Helpful Tools

MasterHand: http://www.smashboards.com/showthread.php?t=313930

DRGN's Texture Hacking Tools: http://smashboards.com/threads/new-tools-for-texture-hacking.373777/


Final Comments:

Shoutouts to all the people who are still doing Melee hacking, there is still a ton of potential here. Any questions or feedback you have about this guide, feel free to let me know.
 
Last edited:

Lanceinthepants

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


CF ##, 07 07 07, 42 48, and Random Format Offsets

CF ##, 07 07 07, and 42 48 Format Offsets

Offset Location - Original Offset Data (Offset Description)

:falconmelee:

EfCaData.dat

CF ## format:

12F - FF FF FF FF AD DF 00 D2 CE 9E (Trailing Smoke Down B)
14A - FF FF FF FF AD DF 00 6F 66 39 (Trailing Smoke Down B)
15A - FF FF FF FF AD DF 00 6F 66 39 (Trailing Smoke Down B)
16C - FF FF FF B4 AD DF 00 00 00 00 (Trailing Smoke Down B)
17C - FF FF FF 64 AD DF 00 00 00 00 (Trailing Smoke Down B)
1DA - FF FF FF FF AD DF 00 FF C2 57 (Trailing Smoke Neutral B)
1E7 - FF 5A 07 FF AD DF 05 CA 00 0D (Trailing Smoke Neutral B)
219 - 00 00 00 64 AD DF 09 FF 11 19 (Trailing Smoke Neutral B)
29C - FF 05 1A FF AD DF 00 FF FF 82 (Square Dots Neutral B)
2AC - FF FF 6E FF AD DF 00 FF 0C 14 (Square Dots Neutral B)
3AC - FE FF E1 FF AD DF 00 A6 04 01 (Smoke on wings of Neutral B)
3B9 - FF A8 51 FF AD DF 09 CC 0A 0D (Smoke on wings of Neutral B)
3EF - FF 61 0C 00 AD DF 09 00 00 00 (Smoke on wings of Neutral B)
474 - FF 29 0C FF AD DF 00 FF FF 82 (Square Dots Down B)
484 - FF FF 6E FF AD DF 00 FF 0C 14 (Square Dots Down B)
4DA - FF FF FF FF AD DF 00 FC FF 19 (Circle Dots Down B)
4E6 - F8 62 11 00 AD DF 06 C5 09 10 (Circle Dots Down B)
539 - FF F9 DE FF AD DF 00 FF F0 11 (Circle Dots Down B)
58E - FF FF FF FF AD DF 00 D2 CE 9E (Trailing Smoke Down B)
5A9 - FF FF FF FF AD DF 00 6F 66 39 (Trailing Smoke Down B)
5B9 - FF FF FF FF AD DF 00 00 00 00 (Trailing Smoke Down B)
5CC - FF FF FF B4 AD DF 00 00 00 00 (Trailing Smoke Down B)
5DC - FF FF FF 64 AD DF 00 00 00 00 (Trailing Smoke Down B)
640 - F3 F0 94 00 AD DF 00 FF 78 17 (Trailing Smoke Down B and After Smoke of Over B)
64E - AD 40 05 50 AD DF 07 62 06 03 (Trailing Smoke Down B and After Smoke of Over B)
65C - DE 5A 26 00 AD DF 0F 00 00 00 (Trailing Smoke Down B and After Smoke of Over B)
6AF - FF FF FF FF AD DF 00 FF F3 07 (Front of Down B)
76F - CA CA CA C8 AD DF 00 C5 1D 00 (Smoke of Over B large)
77F - FF DB 0C 64 AD DF 00 A1 08 0D (Smoke of Over B small)
78F - C7 C6 B9 C8 AD DF 00 E1 D2 04 (Smoke Behind Falcon Over B)
79F - FF AF 19 64 AD DF 00 A3 0B 0E (Smoke Behind Falcon Over B)
82C - FF 05 1A FF AD DF 00 FF FF 82 (Square Dots Over B)
83C - FF FF 6E FF AD DF 00 FF 0C 14 (Square Dots Over B)
8A0 - F3 F0 94 00 AD DF 00 FF 78 17 (Square Smoke after Over B)
8AE - AE 6F 57 50 AD DF 07 63 32 30 (Smoke after Over B)
8BC - DE D4 CF 00 AD DF 0F 00 00 00 (Smoke after Over B)
91A - DE 8E 2B FF AD DF 00 FF 07 07 (Smoke after neutral B)
927 - FD 51 26 FF AD DF 09 A4 04 09 (Smoke after neutral B)
958 - 00 00 00 64 AD DF 09 75 00 03 (Smoke after neutral B)

07 07 07 format:

1DE00 - 04 FF FF E5 00 FF B2 00 (Tip of the falcon kick)
202E0 - 04 FF 7F 00 00 FF 00 00 (Tip of the falcon punch)
22D60 - 04 FF FF FF 00 00 7F FF (Part of Falcon punch lens flare extending lines Beginning)
22E30 - 07 FF FF FF 00 00 7F FF (Part of Falcon punch lens flare extending lines Beginning)
22EF0 - 04 FF FF FF 00 00 7F FF (Part of Falcon punch lens flare extending lines Beginning)
22FC0 - 04 FF FF FF 00 00 7F FF (Part of Falcon punch lens flare extending lines Beginning)
23090 - 04 FF FF FF 00 00 7F FF (Part of Falcon punch lens flare extending lines Beginning)
23160 - 04 FF FF FF 00 00 7F FF (Part of Falcon punch lens flare extending lines Beginning)
23220 - 04 FF FF FF 00 00 7F FF (Part of Falcon punch lens flare extending lines Beginning)
232F0 - 04 FF FF FF 00 00 7F FF (Part of Falcon punch lens flare extending lines Beginning)
233C0 - 04 FF FF FF 00 00 7F FF (Part of Falcon punch lens flare extending lines Beginning)
23490 - 04 FF FF FF 00 00 7F FF (Part of Falcon punch lens flare extending lines Beginning)
24B70 - 04 F9 FF B2 00 FF B2 00 (Raptor Boost Hand Lens Flare Beginning)

42 48 format:

22D00 - 80 80 80 FF FF CC 00 FF FF FF FF FF 00 00 00 00 (Falcon Punch Small Lens Flare Beginning)
235C0 - 80 80 80 FF FF 99 00 FF FF FF FF FF 00 00 00 00 (Falcon Punch Big Lens Flare Beginning)
25440 - 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 (Part of the Raptor Boost Smoke)


:drmario:

PlDr.dat

42 48 format:
19CA0 - FF FF FF FF FF FF FF FF 33 33 33 FF 3F 80 00 00 (Cape Color)



:falcomelee:

PlFc.dat

42 48 format:

7C00 - 80 48 1F FF F7 87 2C FF FF FF FF FF 3F 80 00 00 (Inside of Falco's jacket)
1EC40 - 00 99 FF FF CC E6 FF FF FF FF FF FF 3E 99 99 9A (Side B illusion)


EfFxData.dat (FILE SHARED BETWEEN FOX AND FALCO. CHANGES IN THIS FILE AFFECT BOTH CHARACTERS)

CF ## format:

125 - CF 00 FF FF FF FF AD DF 00 2A A3 EE (Shine Sparkles)
2EE - CF 00 FF FF FF (Trailing Fire Large Up B)
2F4 - CF 18 FF FF FF (Trailing Fire Large Up B)
324 - CF 08 FF FF FF (Trailing Fire Large Up B)
32B - CF 08 FF FF FF (Trailing Fire Large Up B)
383 - CF 00 FF F8 8F FF AD DF 00 FF A9 07 (Trailing Fire Small Up B)
393 - CF 00 FF 71 11 FF AD DF 00 91 07 0B (Trailing Fire Small Up B)
3A3 - CF 00 FF FD EE FF AD DF 00 FF EF 05 (Trailing Fire Small Up B)
3B3 - CF 00 FF 76 14 FF AD DF 00 FF 94 19 (Trailing Fire Small Up B)
3C4 - CF 08 FA 91 19 00 AD DF 08 87 05 0B (Trailing Fire Small Up B)
43A - CF 00 FF 29 0C FF AD DF 00 FF FF 82 (Square Dots Up B)
44A - CF 00 FF FF 6E FF AD DF 00 FF 0C 14 (Square Dots Up B)
4A9 - CF 00 7F 7F 7F B4 AD DF 00 0C 05 C1 (Trailing Smoke Over B)
5AF - CF 00 FF FF FF 64 AD DF 00 86 0A FA (Lines Coming Off Up B Charge)
52E - CF 00 FF FF FF (Trailing Fire Big Up B)
536 - CF 18 FF FF FF (Trailing Fire Big Up B)

070707 format:

1A500 - 04 FF E5 4C 00 FF 33 00 (Lens Flare of Up B in motion)
1B450 - 04 FF FF CC 00 FF 7F 00 (1 Fire Ring for Up B)
1B520 - 04 FF FF 00 00 FF 33 00 (1 Fire Ring for Up B)


:foxmelee:

PlFx.dat

42 48 format:

22050 - 00 99 FF FF CC E6 FF FF FF FF FF FF 3E 99 99 9A (Side B Illusion)

EfFxData.dat

(See Falco)


:jigglypuffmelee:

EfPrData.dat

07 07 07 format:

5440 - 07 07 07 04 FF FF FF 00 FF 00 00 - Red note of Sing
55C0 - 07 07 07 04 FF FF FF 00 00 FF 00 - Green note of Sing
5500 - 07 07 07 04 FF FF FF 00 00 00 F - Blue note of Sing

:kirbymelee:

PlKb.dat

07 07 07 format:

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

42 48 format:

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

07 07 07 format:

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

42 48 format:

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 ## format:

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


:icsmelee:

PlPp.dat

42 48 format:

E840 - B3 B3 B3 FF FF FF FF FF FF FF FF FF 3F 80 00 00 (Up B Rope)


:linkmelee:

PlLk.dat

Random Offsets:

35E0 - FF 00 00 FF FF 00 FF FF FF (Sword Swing)

:luigimelee:

PlLg.dat

07 07 07 format:

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

42 48 format:

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

EfLgData.dat

07 07 07 format:

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 ## format:

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
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

42 48 format:

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

:mariomelee:

PlMr.dat

07 07 07 format:

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


42 48 format:

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 (Back of the Cape... FYI Front is a texture)

EfMrData.dat

070707 format:

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 ## format:

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
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

42 48 format:

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


:marthmelee:

PlMs.dat

Random Offsets:

3948 - FF 00 00 FF FF 00 FF FF FF (Sword Swing)


**Menu**

MnSlChr.usd:

070707 offsets:

10050 - 07 FF FF FF 00 00 00 33 (Hand)
10130 - 07 FF 33 33 00 00 00 00 (P# Outline on Hand)

:mewtwomelee:

PlMt.dat

070707 format:

100b0 - FF FF FF 00 00 00 FF 00 (center of Shadow Ball when thrown)
102d0 - FF FF FF 00 00 7F FF 00 (inner Shadow Ball bolt)
10390 - FF FF FF 00 00 7F FF 00 (inner Shadow Ball bolt)
10450 - FF FF FF 00 00 7F FF 00 (inner Shadow Ball bolt)
10510 - FF FF FF 00 00 7F FF 00 (inner Shadow Ball bolt)
105d0 - FF FF FF 00 00 00 FF 00 (center of Shadow Ball charging)


EfMtData.dat

070707 format:

c758 - 66 00 CC 00 00 00 00 00 (Up Smash swirl)
cd30 - FF A9 FF 00 33 00 66 00 (Forward Smash burst)
cdfc - FF 7F FF 00 00 00 00 FF (Forward Smash burst)
d994 - E5 FF FF 00 66 00 66 00 (Up-B flash)
da54 - E5 FF FF 00 66 00 66 00 (Up-B flash)
dbe0 - FF FF FF 00 00 00 FF 00 (Up-B light)

42 48 format:

c7c4 - 80 80 80 FF 00 00 00 FF (Up Smash mist)
da00 - 80 80 80 FF FF FF FF FF (Up-B flash right side)
dac0 - 80 80 80 FF FF FF FF FF (Up-B flash left side)


:nessmelee:

PlNs.dat

07 07 07 format:

10190 - 04 FF FF 66 00 FF E5 00 (Pk fire lens flare)
11A80 - 04 FF FF FF 00 00 7F FF (Pk fire hit, bottom fire ring inside)
11B50 - 04 FF FF E5 00 FF 99 00 (Pk fire hit, Main fire aura)
11DF0 - 04 FF FF FF 00 00 7F FF (Pk fire hit, bottom fire ring outside)
16A10 - 04 00 CC 00 00 00 99 00 (Pk flash charge aura)
16C10 - 04 FF FF FF 00 00 E5 00 (Pk flash charge center)
16CD0 - 04 FF FF FF 00 00 E5 00 (Pk flash charge random flash)
16D90 - 04 FF FF FF 00 00 E5 00 (Pk flash charge random flash)
16E50 - 04 FF FF FF 00 00 E5 00 (Pk flash charge random flash)
16F10 - 04 FF FF FF 00 00 E5 00 (Pk flash charge random flash)
1D630 - 04 00 CC 00 00 00 99 00 (Part of Pk flash explosion)
1D6F0 - 04 FF FF FF 00 00 CC 00 (Part of Pk flash explosion)
1D7B0 - 04 FF FF FF 00 00 CC 00 (Part of Pk flash explosion)
1D870 - 04 FF FF FF 00 00 CC 00 (Part of Pk flash explosion)
1D930 - 04 FF FF EF 00 00 CC 00 (Part of Pk flash explosion)
1D9F0 - 04 FF FF FF 00 00 CC 00 (Part of Pk flash explosion)
1DAB0 - 04 FF FF FF 00 00 CC 00 (Part of Pk flash explosion)
1DB70 - 04 FF FF FF 00 00 4C FF (Part of Pk flash explosion)
1DC30 - 04 FF FF FF 00 00 4C FF (Part of Pk flash explosion)
1DCF0 - 04 FF FF FF 00 00 CC 00 (Part of Pk flash explosion)
24030 - 04 FF FF FF 00 00 4C FF (very tip of the Up B)
2C3F7 - 04 FF FF FF 00 00 4C FF (Part of the Up B tail)
2c777 - 04 FF FF FF 00 00 4C FF (Part of the Up B tail)
2cAf4 - 04 FF FF FF 00 00 4C FF (Most of the Up B tail)
2D3C8 - 04 FF FF FF 00 00 00 FF (Part of the Up B Aura)
2D528 - 04 FF FF FF 00 00 00 FF (Part of the Up B Aura and ball color)
2D5E8 - 04 FF FF FF 00 00 33 FF (Alternating Lightning around Up B ball)
2D6A8 - 04 FF FF FF 00 00 33 FF (Alternating Lightning around Up B ball)
2D768 - 04 FF FF FF 00 00 33 FF (Alternating Lightning around Up B ball)
2D828 - 04 FF FF F9 00 00 66 FF (Alternating Lightning around Up B ball)


:peachmelee:

PlPe.dat

42 48 format:

160A0 - B3 B3 B3 FF FF FF FF FF FF FF FF FF 3F 80 00 00 (Turnip Leaves)
16140 - B3 B3 B3 FF FF FF FF FF FF FF FF FF 3F 80 00 00 (Turnip Leaves)
161E0 - B3 B3 B3 FF FF FF FF FF FF FF FF FF 3F 80 00 00 (Turnip Leaves)
16280 - B3 B3 B3 FF FF FF FF FF FF FF FF FF 3F 80 00 00 (Turnip Leaves)
16320 - B3 B3 B3 FF FF FF FF FF FF FF FF FF 3F 80 00 00 (Turnip Leaves)
163C0 - B3 B3 B3 FF FF FF FF FF FF FF FF FF 3F 80 00 00 (Turnip Leaves)
164F0 - AC B3 A6 FF F9 FF F9 FF FF FF FF FF 3F 80 00 00 (Turnip Color)
1D890 - B3 B3 B3 FF FF FF FF FF FF FF FF FF 3F 80 00 00 (Umbrella Handle)
1D940 - 80 80 80 FF B3 B3 B3 FF FF FF FF FF 3F 80 00 00 (Umbrella Handle)
1D9D0 - FF FF FF FF FF FF FF FF FF FF FF FF 3F 66 66 66 (Outside Bottom Border of Umbrella)
1DA70 - FF FF FF FF FF FF FF FF FF FF FF FF 3F 80 00 00 (Top of the Umbrella)
1DB10 - FF FF FF FF FF FF FF FF FF FF FF FF 3F 66 66 66 (Inside Bottom Border)


EfPeData.dat

42 48 format:

DC0 - B3 B3 B3 FF FF FF FF FF FF FF FF FF 3F 80 00 00 (Down B Dirt)


:pikachumelee:

PlPk.dat

070707 format:

C350 - 04 FF FF FF 00 FF FF 00 (Down B Thunder)
14DF0 - 04 B2 E5 FF 00 00 00 FF (Part of Ground Neutral B)
14EC0 - 04 B2 E5 FF 00 00 00 FF (Part of Ground Neutral B)
14F90 - 04 B2 E5 FF 00 00 00 FF (Part of Ground Neutral B)
15060 - 04 B2 E5 FF 00 00 00 FF (Tail of Ground Neutral B)
151E0 - 07 FF FF FF 00 00 4C FF (Head of Ground Neutral B)

EfPkData.dat (FILE SHARED BY PIKACHU AND PICHU. CHANGES AFFECT BOTH CHARACTERS!)

CF ## offsets:

168 - FF FF FF C8 AD DF 00 66 81 FA (Middle of Aerial Neutral B)
1D0 - 0B 0B E6 C8 AD DF 00 07 07 8F (Outer Lens Flare of Aerial Neutral B)
238 - 8F D6 FF C8 AD DF 00 0C 0C FF (Middle Lens Flare of Aerial Neutral B)
2A0 - FE 06 1B 32 AD DF 00 FB 9E 14 (Inner Border of Aerial Neutral B)
2AC - FF FF FF FF B1 B6 04 3F C9 0F (Inner Triangles of Aerial Neutral B)
35D - FF FF FF FF AD DF 00 F9 68 01 (Majority of Smoke Over B)
36A - FC 8A 55 00 AD DF 10 84 00 00 (Outline and Ending Smoke Over B)
3D8 - FC F8 8D FF AD DF 00 F8 CF 02 (Middle Lens Flare Over B)
3E5 - F7 03 0B 00 AD DF 08 84 00 00 (Ending Lens Flare Over B)
440 - FF FF FF FF AD DF 00 F8 CF 02 (Starting Lens Flare Over B)
44D - FD 63 68 00 AD DF 08 84 00 00 (Lines coming off Over B)
4A7 - FF FF FF FF AD DF 00 F9 68 01 (Lines coming off Over B)
4B0 - FC 8A 55 00 AD DF 0C 84 00 00 (Lines coming off Over B)

070707 format:

148E0 - 04 CC E5 FF 00 00 00 FF (Pre Forward Smash Lightning)
14C80 - 04 CC E5 FF 00 00 00 FF (Half of Forward Smash Aura)
14D40 - 04 CC E5 FF 00 00 00 FF (Other Half of Forward Smash Aura)
14E00 - 04 FF FF FF 00 00 4C FF (Forward Smash Ball/Head)

42 48 format:

13F10 - FF FF FF FF FF FF FF FF FF (Down B Aura)


:roymelee:

PlFe.dat

Random Offsets:

3AA0 - FF 00 EB 78 50 00 FF FF FF (Sword Swing)


:younglinkmelee:

PlCl.dat

Random Offsets:

3790 - FF 00 00 FF FF 00 FF FF FF (Sword Swing)

Pause Interface

GmPause.usd

1234 - 80 80 80 FF FF 00 FF FF FF 00 FF FF 3F 7F BE 77 42 48 (Bottom Right border to pause Screen)
12E0 - 80 80 80 FF FF 00 FF FF FF 00 FF FF 3F 7F BE 77 42 48 (Bottom Left border to pause Screen)
138C - 80 80 80 FF FF 00 FF FF FF 00 FF FF 3F 7F BE 77 42 48 (Top Left border to pause Screen)

98 00 ## ## Format Offsets
Matrix Offsets

Starting Line - Ending Line
Offset Data (Description)


:falcomelee:

PlFc.dat

13440 - 13490
98 00 17 22 FC 00 03 23 FC 00 05 21 FC 00 05 23 FC 00 05 25 FC 00 05
23 FC 00 05 26 FC 00 05 22 FC 00 05 20 FC 00 05 22 FC 00 05 1F FC 00
05 21 FC 00 05 24 FC 00 05 25 FC 00 05 27 FC 00 05 26 FC 00 05 27 FC
00 05 20 FC 00 05 1E FC 00 05 1F FC 00 05 1E FC 00 05 24 FC 00 05 27
FC 00 05 00 (Laser: wide, transparent colour)

134E0-13530
98 00 17 14 FC 00 15 16 FC 00 15 1A FC 00 15 15 FC 00 15 1A FC 00 15
1B FC 00 15 1A FC 00 15 1D FC 00 15 14 FC 00 15 17 FC 00 15 16 FC 00
15 18 FC 00 15 15 FC 00 15 19 FC 00 15 1B FC 00 15 19 FC 00 15 1C FC
00 15 18 FC 00 15 1C FC 00 15 17 FC 00 15 1C FC 00 15 1D FC 00 15 1B
FC 00 15 00 (Laser: thin, semi-transparent colour)

13580-135D0
98 00 17 0A FC 00 2F 0B FC 00 2F 10 FC 00 2F 0D FC 00 2F 10 FC 00 2F
11 FC 00 2F 10 FC 00 2F 13 FC 00 2F 0A FC 00 2F 0C FC 00 2F 0B FC 00
2F 0E FC 00 2F 0D FC 00 2F 0F FC 00 2F 11 FC 00 2F 0F FC 00 2F 12 FC
00 2F 0E FC 00 2F 12 FC 00 2F 0C FC 00 2F 12 FC 00 2F 13 FC 00 2F 11
FC 00 2F 00 (Laser: very thin outline of opaque colour)

13640 - 13680
98 00 12 05 FF FF FF 04 FF FF FF 03 FF FF FF 01 FF FF FF 07 FF FF FF
08 FF FF FF 07 FF FF FF 09 FF FF FF 06 FF FF FF 09 FF FF FF 05 FF FF
FF 09 FF FF FF 04 FF FF FF 00 FF FF FF 01 FF FF FF 00 FF FF FF 08 FF
FF FF 09 FF FF FF 00 00 (Laser: very thin line of white in the middle)

EfFxData.dat (FILE SHARED BETWEEN FOX AND FALCO. CHANGES IN THIS FILE EFFECT BOTH CHARACTERS)

1AC80 - 1AD00
98 00 20 6B FE 60 00 6D FF FF FF 6A FE 60 00 64 FF FF FF 65 FE 60 00
5F FF FF FF 5E FE 60 00 61 FF FF FF 60 FE 60 00 63 FF FF FF 62 FE 60
00 67 FF FF FF 66 FE 60 00 69 FF FF FF 68 FE 60 00 6E FF FF FF 6B FE
60 00 6E FF FF FF 6D FF FF FF 6C FF FF FF 64 FF FF FF 6C FF FF FF 5F
FF FF FF 6C FF FF FF 61 FF FF FF 6C FF FF FF 63 FF FF FF 6C FF FF FF
67 FF FF FF 6C FF FF FF 69 FF FF FF 6E FF FF FF (Tip of the Firefox)

1C2A0 - 1C340
98 00 2B 11 62 1F FF 12 62 1F FF 13 AB 9F E4 12 62 1F FF 0E AB 9F E4
09 62 1F FF 0F AB 9F E4 0A 62 1F FF 0C AB 9F E4 0B 62 1F FF 15 AB 9F
E4 06 62 1F FF 16 AB 9F E4 11 62 1F FF 16 AB 9F E4 13 AB 9F E4 08 AB
9F FF 13 AB 9F E4 0D AB 9F FF 0E AB 9F E4 10 AB 9F FF 0F AB 9F E4 07
AB 9F FF 0C AB 9F E4 14 AB 9F FF 15 AB 9F E4 17 AB 9F FF 16 AB 9F E4
17 AB 9F FF 08 AB 9F FF 00 62 1F FF 08 AB 9F FF 05 62 1F FF 0D AB 9F
FF 04 62 1F FF 10 AB 9F FF 03 62 1F FF 07 AB 9F FF 02 62 1F FF 14 AB
9F FF 01 62 1F FF 17 AB 9F FF 00 62 1F FF 00 (Shine)

1C8E0-1C990 (Next 3)
98 00 0F 2D 63 FF C0 2E 63 FF C0 2F FF FF F9 2E 63 FF C0 1D FF FF F9
1C 63 FF C0 24 FF FF F9 25 63 FF C0 27 FF FF F9 26 63 FF C0 1A FF FF
F9 1B 63 FF C0 2C FF FF F9 2D 63 FF C0 2F FF FF F9 (First Frames of Shine: Inner Hexagon)

98 00 0F 29 FF FF C0 2A FF FF C0 2B FF FF EB 2A FF FF C0 19 FF FF EB
18 FF FF C0 20 FF FF EB 21 FF FF C0 23 FF FF EB 22 FF FF C0 1E FF FF
EB 1F FF FF C0 28 FF FF EB 29 FF FF C0 2B FF FF EB (First Frames of Shine: Outer Hexagon Glow)

98 00 0F 27 FF FF FF 1A FF FF FF 20 FF FF FF 1A FF FF FF 19 FF FF FF
2C FF FF FF 2B FF FF FF 2F FF FF FF 28 FF FF FF 1D FF FF FF 1E FF FF
FF 24 FF FF FF 23 FF FF FF 27 FF FF FF 20 FF FF FF (First Frames of Shine: Outer Hexagon Border)

:foxmelee:

PlFx.dat

13E20-13E70
98 00 17 22 FC 00 03 23 FC 00 05 21 FC 00 05 23 FC 00 05 25 FC 00 05
23 FC 00 05 26 FC 00 05 22 FC 00 05 20 FC 00 05 22 FC 00 05 1F FC 00
05 21 FC 00 05 24 FC 00 05 25 FC 00 05 27 FC 00 05 26 FC 00 05 27 FC
00 05 20 FC 00 05 1E FC 00 05 1F FC 00 05 1E FC 00 05 24 FC 00 05 27
FC 00 05 00 (Laser: wide, transparent colour)

13EC0-13F10
98 00 17 14 FC 00 15 16 FC 00 15 1A FC 00 15 15 FC 00 15 1A FC 00 15
1B FC 00 15 1A FC 00 15 1D FC 00 15 14 FC 00 15 17 FC 00 15 16 FC 00
15 18 FC 00 15 15 FC 00 15 19 FC 00 15 1B FC 00 15 19 FC 00 15 1C FC
00 15 18 FC 00 15 1C FC 00 15 17 FC 00 15 1C FC 00 15 1D FC 00 15 1B
FC 00 15 00 (Laser: thin, semi-transparent colour)

13F60 - 13FB0
98 00 17 0A FC 00 2F 0B FC 00 2F 10 FC 00 2F 0D FC 00 2F 10 FC 00 2F
11 FC 00 2F 10 FC 00 2F 13 FC 00 2F 0A FC 00 2F 0C FC 00 2F 0B FC 00
2F 0E FC 00 2F 0D FC 00 2F 0F FC 00 2F 11 FC 00 2F 0F FC 00 2F 12 FC
00 2F 0E FC 00 2F 12 FC 00 2F 0C FC 00 2F 12 FC 00 2F 13 FC 00 2F 11
FC 00 2F 00 (Laser: very thin outline of opaque colour)

14000-14022
80 00 08 03 FF FF FF 07 FF FF FF 02 FF FF FF 05 FF FF FF 06 FF FF FF 05
FF FF FF 02 FF FF FF 07 FF FF FF (Laser: Tip of middle white line)

14023-14060
98 00 12 05 FF FF FF 04 FF FF FF 03 FF FF FF 01 FF FF FF 07 FF FF FF
08 FF FF FF 07 FF FF FF 09 FF FF FF 06 FF FF FF 09 FF FF FF 05 FF FF
FF 09 FF FF FF 04 FF FF FF 00 FF FF FF 01 FF FF FF 00 FF FF FF 08 FF
FF FF 09 FF FF FF 00 00 (Laser: very thin line of white in the middle)

EfFxData.dat

(See Falco)

:kirbymelee:

EfKbData.dat

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

Pause Interface

GmPause.usd

1FAB - 1FAD
98 00 09 46 FF FF FF 29 47 FF FF FF 38 45 FF FF FF 28 40 FF FF FF
31 49 FF FF FF 2B 4A FF FF FF 2C 49 FF FF FF 2B 4B FF FF FF 2D
44 FF FF FF 27 ("+" sign between A and St, and corner of RESET Bar)

1FDB - 1FFF
98 00 07 4A FF FF FF 2C 40 FF FF FF 31 43 FF FF FF 26 41 FF FF
FF 32 43 FF FF FF 26 42 FF FF FF 2E 48 FF FF FF
(L button, R button, first 2 "+" signs, and the rest of RESET bar)

2060-2076
98 00 04 4E 61 8F FF 30 53 61 8F FF 34 4D 61 8F FF 2F 52 61 8F FF 33
(Z button)

2077 - 20A6
98 00 09 4F FF FF FF 38 50 FF FF FF 31 4E FF FF FF 30 50 FF FF FF
31 53 FF FF FF 34 51 FF FF FF 32 52 FF FF FF 33 4C FF FF FF 2E 4D
FF FF FF 2F (RETRY bar)

Downloads:

Blue Falcon Punch - http://www.smashboards.com/showpost.php?p=13604000&postcount=560

Purple (Dark) Firefox for Fox and Falco - http://www.smashboards.com/showpost.php?p=13636080&postcount=564


More updates are coming!
 
Last edited:

nube

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awesome. i'll add a bit more to this in a while, if thats okay!

and i didnt find the sword swing colour by just guessing and checking lol :p
 

Lanceinthepants

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awesome. i'll add a bit more to this in a while, if thats okay!

and i didnt find the sword swing colour by just guessing and checking lol :p
Yay, I had a feeling this might get your attention! Add whatever you would like, cause I am hoping this will kind of turn into a compendium for cosmetic changes in Melee.

Also, I probably worded that badly. I just remembered that you said you found it thanks to matoooya's beam sword, so i guess that is another thing that follows the format.
 

Lanceinthepants

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Hey I updated the first post and added some offsets to the second post. I have alot more, but they aren't very organized XD. Coming Soon!

Here is a little taste of what you can do.




 

Nopfed

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Nopfed
So this is a wonderful guide so far, I've been focusing on these types of color changes recently as I've already got a hacked melee set up with character skins and stages that I want and most of the music I'll be using. But I want to take the texture changing of the game to a further level, and this thread is where I've come.

Again, what you have so far is great but I'm a little eager to change other characters special effects, as well as more in depth things like the actual fire colors of the falcon punch/kick, the firefox/falco. I've basically tried all of the things so far and they're pretty accurate (except for some of the peach offsets, but I was able to manage). So I'm waiting patiently now I guess until more is posted because I can't seem to either have the tools to search through Hex and find new things, or I just don't understand it enough to make any connections to things.

I'm just so appalled that you've been able to find out these color formats and recognize which article in the game that they correspond to. I searched online for a hex editor that was color coded based on RRGGBB formatted colors, but I couldn't find one nor may that even be possible (although I mean anything is possible).

So yeah, great stuff so far and I look forward to a lot more and I'm even available to help if there is anything I can do.
 

Lanceinthepants

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I updated the first post with a new format (CF ## color format)!!! Lots of updates coming this week as I just finished my projects and tests.

Nopfed, Thanks for the feedback! I will reply to you more fully tomorrow, but the more in depth stuff is definitely possible :D

Also, I would love to hear all feedback! If you don't like how the guide is formatted, don't understand a concept fully, have a question for me, or don't know wtf is going on, I want to hear it!
 

Nopfed

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Messages
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Nopfed
I updated the first post with a new format (CF ## color format)!!! Lots of updates coming this week as I just finished my projects and tests.

Nopfed, Thanks for the feedback! I will reply to you more fully tomorrow, but the more in depth stuff is definitely possible :D

Also, I would love to hear all feedback! If you have a don't like how the guide is formatted, don't understand a concept fully, have a question for me, or don't know wtf is going on, I want to hear it!
Sounds good. I'm making progress thanks to your new format find too:



the starting missile aura i changed to green-ish, I now plan to change all missile explosions to green :bee:

EfSsData.dat

Offset- 3FD - 408:
CF 00 CB F8 06 96 AD DF 00 00 FF 00 (this is with my green colors in it)

EDIT:

I did some more! Falcon style. (bridging from what has already been found)

EfCaData.dat

(i kind of just started searching for CF ## tags from the beginning to about offset 820 i believe and basically swapped every red and green values and also swapping white and black colors)


Made very little progress on falcon punch, as only the back smoke-stuff was changed
(I thought I was changing more of the falcon punch as I continued, but it turns out I started changing the falcon kick lol.)


The end of the falcon kick


The start and middle

 

Lanceinthepants

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Nice! I'm glad you started to get stuff to work. I actually was indexing Falcon's CF ## format last night, so I can give you a full list of what they all do.

Again, what you have so far is great but I'm a little eager to change other characters special effects, as well as more in depth things like the actual fire colors of the falcon punch/kick, the firefox/falco. I've basically tried all of the things so far and they're pretty accurate (except for some of the peach offsets, but I was able to manage). So I'm waiting patiently now I guess until more is posted because I can't seem to either have the tools to search through Hex and find new things, or I just don't understand it enough to make any connections to things.
I plan on posting a priority list of what I want to find over the next couple weeks (I jump from thing to thing alot so who knows how well it will go :p), so if you ever get stuck again I could help point you in a direction. If not then I look forward to what you find :D.

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

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

Changes

Blue Falcon Punch

These are the offsets I changed for blue falcon punch

EfCaData.dat

Textures

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

CF ## Format:

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

07 07 07 Format:

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




Download: http://www.mediafire.com/?3k7dgirg95dc6v0
Replaces EfCaData.dat
 

Lanceinthepants

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Cosmetic Hitbox Element Guide!

Cosmetic Hitbox Element Guide​

Initial Note - This guide should be used in parallel with Magus's guide about Hitboxes (Linked below) and all credit for this guide goes to Magus's work on melee hacks.

Magus's Hitbox Guide: http://www.smashboards.com/showpost.php?p=10769744&postcount=1886

Introduction:

Hey everybody, I have another guide about Melee changes that I thought people might enjoy. This guide will help you understand the elements of the hitboxes in the game, how to find them in the hex code, and how to change them. First off, what are elements of hitboxes? They are the effects that happen when you connect with an attack. Examples include being electrocuted by Pikachu's Thunder, getting frozen by Ice Climber's Blizzard, or getting set on fire by Mario's Fireball. And guess what... they can all be changed. This information has existed for awhile, but I feel that it has gone somewhat unnoticed by the majority of smashboards users due to the overwhelming style of Magus's posts. Magus goes into more detail about every type of element below.

The element is the special effect on hit. Slash, Coin and Darkness are only cosmetic afaik and have no additional game play effect on the opponent. When a slash hitbox clanks with another slash hitbox it makes a sword clang sound effect (random: One of Peach's hitboxes on her shoe during f-tilt is slash element for some reason. Try jabbing it with Marth =P). Fire unfreezes someone who's frozen. Electric hits have 1.5x hitlag on hit for the defender, which makes them easier to DI, but it also gives the attacker slightly more frames of advantage since they start moving while the defender is still stopped in hitlag. It also slightly reduces the frame advantage of someone CCing for the same reason (crouching halves hitlag, but half of 1.5 is 0.75). Ice freezes them randomly (chance increases with higher knockback), Sleep puts them to sleep, Flower/Poison puts a flower on their head and they take damage over time, Grounded sticks them into the floor, Disabled/Stunned is like Mewtwo's disable or a shield break, Cape turns them around, and Screw Attack makes them go into the screw attack animation (like when you throw it at them).
Things you will need:
1. Hex Editor (I use HxD)
2. GCTool/GCRebuilder
3. Dolphin Emulator'
4. Decimal to Hexadecimal Conversion (Link to converter: http://www.statman.info/conversions/hexadecimal.html)

Now that you know the basics, let's start!


Step one: Understanding Hitbox Data

Every move in the game has hitbox data and these are found in the character specific files (Pl**.dat, with ** being a character's 2 letter representation). This hitbox data is found in 20 byte chunks, and it actually contains a lot of data about the attack. For this guide we will be focusing just on changing the data that pertains to the element (If you want to edit the hitbox further, Magus's post about hitbox data will tell you all you need to know). Hitbox data in the dat files follows the format below.


Figure 1 - Format of Hitbox Data

For this guide we are only worried about the 1st byte (CI), the 4th byte (DD), and the 18th byte (EL) of the sequence.

1st byte (CI) - This data corresponds to the hitbox command and the hitbox ID. These values should never be changed! We will use these values to find where the group of hitbox data starts for each character. Searching the dat file for "2C" and identifying the hitbox pattern will yield this goal.

4th byte (DD) - This data corresponds to the damage done by a hitbox (attack). We will use this value to search for specific hitboxes once we know where the hitbox data starts. Remember this value is hexadecimal so if you don't know how to convert to hexadecimal from decimal use the converter linked at the top of the post. Ex. A move that does 12 damage will have value 0C in this section of the data.

18th byte (EL) - This data corresponds to the element that is applied to a hitbox. This is what the guide is all about! Changing these values will cause different effects to be applied to the hitbox. If the 1st digit shown of the 18th byte is between 8 and F, subtract 8 from the first digit to get the element value. Ex. 92 is equivalent to 12 and B0 is equivalent to 30. These values were found below thanks to Magus.

00 Normal
04 Fire
08 Electric
0C Slash
10 Coin
14 Ice
18 Sleep
1C Sleep
20 Grounded
24 Grounded
28 Cape
2C Empty (Gray hitbox that doesn't hit)
30 Disabled
34 Darkness
38 Screw Attack
3C Poison/Flower
40 Nothing (no graphic on hit)

Important Note - Only Normal, Slash, Coin, Darkness, and for our purposes Fire are truly cosmetic. Changing an element to or from something not cosmetic will change how the game inherently functions. I would advise sticking to only these 5 elements.



Step two: Finding Hitbox Data and Changing the Element

Now that you understand the hitbox data, it is time to find that data in the dat files. I will be going through a step by step process on the method I use to find hitbox data and change its elements. The goal of this tutorial will be to change Bowser's FSmash hitbox data from a normal element to a fire element.

Note - Magus has found a good chunk of hitbox data for many different characters. I will post it at the end of this guide, so before you manually look for a hitbox, check his offsets.

First I export PlKp.dat (Bowser's dat file) from an ISO using GCRebuilder. I make a copy of the file, so I have one original and one that I will constantly edit. The next step is to load up Dolphin or a copy of Melee on Gamecube and figure out how much % the move I want to change does. Keep in mind many moves have strong and weak hitboxes. If you want the element to affect both you will have to change multiple lines of hitbox data.

I found that Bowser's FSmash does 24% not staled, so converting that to hexadecimal yields 18. My next step is to find where Bowser's hitbox data starts in his dat file. I load up PlKp.dat in my Hex editor and do a search for the hex value "2C". Remember just because I found 2C does not mean I found hitbox data. Familiarize yourself with how the hitbox data format works and look for the patterns. Also hitbox data will always start at an offset ending in 0, 4, 8, or C

Using this method I found Bowser's hitbox data starts at 295C. Now I can use 18, the hexadecimal value I calculated earlier, to look for the Bowser's FSmash hitbox data. I now search the dat file for 18 and for each value I find I look at 3 bytes before it to see if it corresponds to hitbox data (The values 3 bytes before it need to be 2C or 2D). After searching I find 2 lines of hitbox data at offset 4C38 and 4C4C that correspond to my 18, my hexadecimal value. For both of these lines of hitbox data I change the 18th element from 00 (Normal) to 04 (Fire), but I am not done yet. Bowser may also have another move that does 24 % (18 in hexadecimal), so I import my dat file into my ISO and check if it succeeded on Dolphin. After checking, I found it did. Huzzah! Bowser's FSmash now sets enemies on Fire! (Download at the end of the guide)


Figure 2 - Bowser's FSmash with Fire!

This method will allow you to find any Hitbox data and change to how you see fit. If you have questions or comments, please post and good luck!


Magus's Hitbox Data Offsets





----------------
Captain Falcon
----------------
**F-Air**
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
2C 80 20 12 03 84 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
2C 00 38 06 05 14 04 4C 00 00 00 00 B4 94 00 13 11 80 00 0B
2C 80 20 06 03 84 04 4C 00 00 00 00 B4 94 00 13 11 80 00 0B

**Jab 1**
2C 00 00 02 03 84 00 00 0B 22 0A F0 28 19 02 93 00 00 00 07
2C 80 00 02 03 84 00 00 0C 80 05 78 28 19 02 93 00 00 00 07
2D 00 00 02 02 58 00 00 0B 22 01 F4 28 19 02 93 00 00 00 07

**Jab 2**
2C 00 00 03 03 84 00 00 0B 86 0F A0 28 19 02 93 00 00 00 07
2C 80 00 03 03 84 00 00 0B 86 09 C4 28 19 02 93 00 00 00 07
2D 00 00 03 02 BC 00 00 0B 86 03 E8 28 19 02 93 00 00 00 07

**Jab 3**
2C 00 68 08 05 14 04 4C 00 00 00 00 B4 99 00 13 0A 00 01 0B
2C 80 20 08 03 84 04 4C 00 00 00 00 B4 99 00 13 0A 00 01 0B


-------
Falco
-------
**D-Air**
2C 00 38 0C 05 28 FE AC 01 7F 00 00 91 19 00 13 05 00 01 0B
2C 80 38 0C 05 FD 00 FF 00 FF 00 00 91 19 00 13 05 00 01 0B
2C 00 38 09 05 28 FE AC 01 7F 00 00 91 19 00 13 0A 00 00 8B
2C 80 38 09 05 FD 00 FF 00 FF 00 00 91 19 00 13 0A 00 00 8B

**Down-B**
2C 00 18 08 06 00 00 00 00 00 00 00 2A 0C 80 12 37 08 01 23


-----
Fox
-----
**Up-B**
2C 01 48 0E 04 00 00 00 00 00 00 00 28 0F 00 13 1E 04 15 23

**U-Smash**
2C 00 68 12 03 54 00 00 00 00 00 00 28 1C 00 13 0F 00 01 0B
2C 80 68 12 04 A8 02 54 00 00 00 00 28 1C 00 13 0F 00 01 0B

**D-Smash**
2C 00 68 0F 04 B0 03 34 00 00 00 00 0C 90 40 13 0A 00 01 0B
2C 80 38 0F 04 B0 03 34 00 00 00 00 0C 90 40 13 0A 00 01 0B
2D 00 68 0C 03 84 00 00 00 00 00 00 B4 90 40 13 0A 00 01 0B
2D 80 38 0C 03 84 00 00 00 00 00 00 B4 90 40 13 0A 00 01 0B

**Down-B**
2C 00 18 05 08 00 00 00 00 00 00 00 00 19 0A 12 00 08 01 23


-----------
Ganondorf
-----------
**N-Air**
2C 00 68 0C 03 84 05 DC 00 00 00 00 1B 99 00 13 0F 00 00 8B
2C 80 60 0C 04 B0 03 20 00 00 00 00 1E 19 00 13 0F 00 00 8B
2D 00 20 0C 05 14 00 00 00 00 00 00 20 99 00 13 0F 00 00 8B
2C 00 38 0C 03 84 03 E8 00 00 00 00 B4 99 00 13 19 00 00 8B
2C 80 30 0C 04 B0 02 BC 00 00 00 00 B4 99 00 13 19 00 00 8B
2D 00 20 0C 05 14 00 00 00 00 00 00 B4 99 00 13 19 00 00 8B

**F-Air**
.(NTSC)
2C 02 10 11 03 20 FF 38 00 00 00 00 B4 94 00 13 1E 00 01 23
2C 82 10 11 03 E8 01 F4 00 00 00 00 B4 94 00 13 1E 00 01 23
2D 02 18 11 05 14 04 B0 00 00 00 00 B4 94 00 13 1E 00 01 23
.(PAL)
2C 02 10 11 02 BC FF 38 00 00 00 00 B4 94 00 13 14 00 01 23
2C 82 10 11 03 84 01 F4 00 00 00 00 B4 94 00 13 14 00 01 23
2D 02 18 11 04 4C 04 B0 00 00 00 00 B4 94 00 13 14 00 01 23

**B-Air**
2C 00 B8 10 05 78 04 B0 00 00 00 00 B4 99 00 13 0F 00 01 07
2C 80 B0 10 04 B0 03 20 00 00 00 00 B4 99 00 13 05 00 01 07
2D 00 B0 10 03 E8 FF 38 00 00 00 00 B4 99 00 13 05 00 01 07

**D-Air**
.(NTSC)
2C 00 68 16 06 A4 05 78 01 90 00 00 87 19 00 11 19 08 01 23
2C 80 60 16 05 DC 04 4C 01 90 00 00 87 19 00 11 19 08 01 23
2D 00 20 16 05 78 00 00 01 90 00 00 87 19 00 11 19 08 01 23
.(PAL)
2C 00 68 15 06 A4 05 78 01 90 00 00 87 19 00 11 14 08 01 23
2C 80 60 15 05 DC 04 4C 01 90 00 00 87 19 00 11 14 08 01 23
2D 00 20 15 05 78 00 00 01 90 00 00 87 19 00 11 14 08 01 23

**U-Air**
2C 00 30 0D 03 E8 03 20 00 00 00 00 B4 99 00 13 11 80 01 0B
2C 80 38 0C 04 B0 05 DC 00 00 00 00 B4 99 00 13 11 80 01 0B
2C 00 30 0C 03 E8 03 20 00 00 00 00 0F 14 00 13 0F 00 00 8B
2C 80 38 0A 04 B0 05 DC 00 00 00 00 0F 14 00 13 0F 00 00 8B
2C 00 30 08 03 E8 03 20 00 00 00 00 00 11 80 13 0A 00 00 8B
2C 80 38 06 04 B0 05 DC 00 00 00 00 00 11 80 13 0A 00 00 8B

**U-Tilt**
2C 00 68 1B 07 08 00 00 03 20 03 E8 B4 94 00 13 37 04 01 23
2C 80 68 1B 07 08 00 00 00 00 00 00 B4 94 00 13 37 04 01 23
2D 00 60 1B 03 E8 00 00 00 00 00 00 B4 94 00 13 37 04 01 23

**Neutral-B**
2C 02 28 1E 02 58 00 00 00 00 00 00 B4 99 00 13 0F 34 01 0B
2C 82 10 20 03 E8 02 58 00 00 00 00 B4 99 00 13 0F 34 01 0B
2D 02 10 22 03 84 FD A8 00 00 00 00 B4 99 00 13 0F 34 01 0B

**F-Smash**
.(Up)
2C 00 B0 18 03 84 00 00 00 00 00 00 28 15 40 13 14 34 01 23
2C 80 B8 18 03 84 00 00 00 00 00 00 28 15 40 13 14 34 01 23
.(Neutral)
2C 00 B0 16 03 84 00 00 00 00 00 00 23 14 C0 13 14 34 01 23
2C 80 B8 16 03 84 00 00 00 00 00 00 23 14 C0 13 14 34 01 23
.(Down)
2C 00 B0 14 03 84 00 00 00 00 00 00 1E 14 00 13 14 34 01 23
2C 80 B8 14 03 84 00 00 00 00 00 00 1E 14 00 13 14 34 01 23

**U-Smash**
2C 00 68 16 05 DC 05 DC 00 00 00 00 2D 14 00 13 19 00 01 0B
2C 80 60 16 03 E8 03 20 00 00 00 00 28 14 00 13 19 00 01 0B
2D 00 20 16 04 B0 00 00 FC 18 00 00 B4 94 00 13 19 00 01 0B
2C 00 38 13 05 DC 05 DC 00 00 00 00 2D 14 00 13 14 00 01 23
2C 80 30 13 03 E8 03 20 00 00 00 00 28 14 00 13 14 00 01 23
2D 00 20 13 03 E8 00 00 FC 18 00 00 B4 94 00 13 14 00 01 23

**Down-B**
.(Ground)
2C 00 68 0F 03 E8 00 00 00 00 00 00 B4 95 40 13 1E 34 29 0B
2C 80 60 0F 02 BC 00 00 00 00 00 00 B4 95 40 13 1E 34 29 0B
2D 00 68 0F 04 B0 07 D0 00 00 00 00 B4 95 40 13 1E 34 29 0B
.(Air)
2C 00 38 0E 03 E8 00 00 00 00 00 00 91 14 00 13 19 34 29 0B
2C 80 30 0E 02 BC 00 00 00 00 00 00 91 14 00 13 19 34 29 0B
2C 00 00 0C 03 E8 00 00 03 20 08 98 28 05 00 10 1E 00 01 0A
2C 80 00 0C 03 E8 00 00 03 20 F7 68 28 05 00 10 1E 00 01 0A

**Side-B**
.(Ground)
2C 00 C8 11 07 80 00 00 00 00 00 00 34 91 40 12 1E 34 09 23
.(Air)
2C 00 C8 10 07 80 00 00 00 0A 00 00 23 10 40 12 19 34 09 23


------------
Jigglypuff
------------
**Down-B**
2C 00 28 1C 01 F4 00 00 00 00 00 00 B4 9E 00 10 27 04 01 17

**Side-B**
2C 00 00 0D 03 84 00 00 05 14 03 E8 2D 12 C0 13 1A 00 51 1B
2C 80 F0 0D 03 84 01 F4 00 00 00 00 3C 12 C0 13 1A 00 51 1B


-------
Marth
-------
**D-Air**
2D 02 38 09 03 84 00 00 00 00 00 00 B4 91 80 13 0F 0C 01 0F
2D 80 C8 09 03 84 00 00 00 00 00 00 B4 91 80 13 0A 0C 01 0F
2C 02 60 0D 03 84 03 84 00 00 00 00 91 11 80 13 14 0C 01 23

**Neutral-B**
2C 02 60 1C 04 4C 00 00 00 00 00 00 B4 99 00 10 0F 0C F1 23
2C 82 38 1C 02 BC 00 00 00 00 00 00 B4 99 00 10 0F 0C F1 23
2D 00 C8 1C 03 0C 00 00 00 00 00 00 B4 99 00 10 11 0C F1 23
2D 82 60 1C 03 E8 05 AA 00 00 00 00 B4 99 00 10 14 0C F1 23

**Side-B**
.1(Neutral)
2C 02 60 04 03 E8 00 C8 00 00 00 00 2A 86 40 11 1B 8C 00 0F
2C 82 60 04 03 20 05 DC 00 00 00 00 30 06 40 11 1B 8C 00 0F
2D 02 38 04 03 20 00 00 00 00 00 00 28 06 40 11 1B 8C 00 0F
2D 80 C8 04 02 58 00 00 00 00 00 00 26 06 40 11 1B 8C 00 0F
.2(Neutral)
2C 02 60 05 03 E8 00 C8 00 00 00 00 34 99 00 11 08 0C 04 8F
2C 82 60 05 03 20 05 DC 00 00 00 00 28 19 00 11 08 0C 04 8F
2D 02 38 05 03 20 00 00 00 00 00 00 23 19 00 11 08 0C 04 8F
2D 80 C8 05 02 58 00 00 00 00 00 00 19 19 00 11 08 0C 04 8F
.2(Up)
2C 02 60 05 03 E8 00 C8 00 00 00 00 2D 0A 00 11 0F 0C 00 0F
2C 82 60 05 03 20 05 DC 00 00 00 00 2D 0A 00 11 1E 0C 00 8F
2D 02 38 05 03 20 00 00 00 00 00 00 2A 8A 00 11 23 0C 00 8F
2D 80 C8 05 02 58 00 00 00 00 00 00 27 8A 00 11 2A 8C 00 8F
.3(Neutral)
2C 02 60 0A 03 E8 00 C8 00 00 00 00 B4 A8 00 11 00 0C 05 0F
2C 82 60 0A 03 20 05 DC 00 00 00 00 B4 A8 00 11 00 0C 05 0F
2D 02 38 0A 03 20 00 00 00 00 00 00 B4 A8 00 11 00 0C 05 0F
2D 80 C8 0A 02 58 00 00 00 00 00 00 B4 A8 00 11 00 0C 05 0F
.3(Up)
2C 02 60 06 03 E8 00 C8 00 00 00 00 28 0F 00 11 1E 0C 05 0F
2C 82 60 06 03 20 05 DC 00 00 00 00 28 0F 00 11 1E 0C 05 0F
2D 02 38 06 03 20 00 00 00 00 00 00 28 0F 00 11 1E 0C 05 0F
2D 80 C8 06 02 58 00 00 00 00 00 00 28 0F 00 11 1E 0C 05 0F
.3(Down)
2C 02 60 0C 03 E8 00 C8 00 00 00 00 87 19 00 13 19 0C 05 0B
2C 82 60 0C 03 20 05 DC 00 00 00 00 87 19 00 13 19 0C 05 0B
2D 02 38 0C 03 20 00 00 00 00 00 00 87 19 00 13 19 0C 05 0B
2D 80 C8 0C 02 58 00 00 00 00 00 00 87 19 00 13 19 0C 05 0B
.4(Neutral)
2C 02 60 0E 03 E8 00 C8 00 00 00 00 B4 9E 00 11 07 8C 09 23
2C 82 60 0E 03 20 05 DC 00 00 00 00 B4 9E 00 11 07 8C 09 23
2D 02 38 0E 03 20 00 00 00 00 00 00 B4 9E 00 11 07 8C 09 23
2D 80 C8 0E 02 58 00 00 00 00 00 00 B4 9E 00 11 07 8C 09 23
.4(Up)
2C 02 60 0A 03 E8 00 C8 00 00 00 00 28 20 80 11 14 0C 05 23
2C 82 60 0A 03 20 05 DC 00 00 00 00 28 20 80 11 14 0C 05 23
2D 02 38 0A 03 20 00 00 00 00 00 00 28 20 80 11 14 0C 04 23
2D 80 C8 0A 02 58 00 00 00 00 00 00 28 20 80 11 14 0C 04 23
.4(Down)
2C 02 60 03 03 E8 00 C8 00 00 00 00 28 0A 00 11 01 0C 04 8F
2C 82 60 03 03 20 05 DC 00 00 00 00 28 0A 00 11 01 0C 04 8F
2D 02 38 03 03 20 00 00 00 00 00 00 28 0A 00 11 01 0C 00 8F
2D 80 C8 03 02 58 00 00 00 00 00 00 28 0A 00 11 01 0C 00 8F
2C 02 60 05 04 B0 00 C8 00 00 00 00 B4 A0 80 11 0A 0C 05 23
2C 82 60 05 03 E8 05 DC 00 00 00 00 B4 A0 80 11 0A 0C 05 23
2D 02 38 05 03 20 00 00 00 00 00 00 B4 A0 80 11 0A 0C 01 23
2D 80 C8 05 02 58 00 00 00 00 00 00 B4 A0 80 11 0A 0C 01 23


-------
Peach
-------
**F-Smash**
.(Club)
2C 03 68 0D 02 BC 00 00 03 84 00 00 16 8C 80 13 19 00 00 B3
2C 83 68 0D 02 BC 00 00 FF 9C 00 00 16 8C 80 13 19 00 00 B3
2D 02 B0 0D 02 BC 00 00 00 00 00 00 B4 8C 80 13 19 00 00 B3
2D 83 68 11 03 84 00 00 07 08 00 00 16 8C 80 13 23 00 00 B3
.(Pan)
2C 03 68 11 03 84 00 00 03 E8 00 00 28 0F 00 13 19 00 00 33
2C 83 68 0F 02 BC 00 00 00 00 00 00 28 0F 00 13 19 00 00 33
2D 02 B0 0F 02 BC 00 00 00 00 00 00 B4 8F 00 13 19 00 00 33
.(Racket)
2C 03 68 0C 04 7E 00 00 04 1A 00 00 0E 88 C0 13 25 80 01 33
2C 83 68 0C 03 20 00 00 00 00 00 00 0E 88 C0 13 20 80 01 33
2D 02 B0 0C 02 BC 00 00 00 00 00 00 0E 88 C0 13 20 80 01 33

**U-Smash**
2C 83 08 13 03 84 00 00 00 00 00 00 2D 19 00 13 14 00 11 0B
2C 03 20 0F 04 B0 00 00 00 00 00 00 2D 19 00 13 14 00 11 07
2D 00 00 08 02 58 00 00 07 D0 05 14 25 99 00 11 0F 00 10 87
2D 80 00 08 02 58 00 00 07 D0 FA EC 25 99 00 11 0F 00 10 87

**D-Smash**
2C 00 00 0E 03 84 00 00 01 90 07 D0 46 14 00 13 14 00 01 0B
2C 80 00 0E 03 84 00 00 01 90 F8 30 46 14 00 13 14 00 01 0B
2D 00 00 0C 03 84 00 00 01 F4 03 20 46 14 00 13 11 80 01 0B
2D 80 00 0C 03 84 00 00 01 F4 FC E0 46 14 00 13 11 80 01 0B

**N-Air**
2C 03 20 0E 02 58 00 00 00 00 00 00 B4 99 00 13 0A 00 01 0B
2C 82 50 0E 02 58 00 00 00 00 00 00 B4 99 00 13 0A 00 01 0B
2D 00 20 0E 03 84 00 00 00 00 00 00 B4 99 00 13 0A 00 01 0B
2C 03 20 0A 02 58 00 00 00 00 00 00 B4 99 00 13 00 00 01 0B
2C 82 50 0A 02 58 00 00 00 00 00 00 B4 99 00 13 00 00 01 0B
2D 00 20 09 03 84 00 00 00 00 00 00 B4 99 00 13 00 00 00 8B

**F-Air**
2C 02 50 0F 03 E8 00 00 00 00 00 00 B4 91 80 13 1E 00 01 07
2C 82 38 0F 03 20 00 00 00 00 00 00 B4 91 80 13 1E 00 01 07

**B-Air**
2C 00 20 0E 05 14 00 00 00 00 00 00 B4 99 00 13 00 00 01 0B
2C 00 20 0A 05 14 00 00 00 00 00 00 B4 96 80 13 05 00 01 0B

**U-Air**
2C 00 48 0E 04 29 00 00 00 00 00 00 28 1E 00 13 00 00 01 0B
2C 80 38 0C 03 A9 00 00 00 00 00 00 28 1E 00 13 00 00 01 0B
2D 00 20 0B 02 58 00 00 00 00 00 00 B4 9E 00 13 00 00 01 0B

**D-Air**
2C 00 78 03 05 14 00 00 00 00 00 00 2D 0C 80 13 08 00 00 87
2C 80 68 03 04 B0 00 00 00 00 00 00 2D 0C 80 13 06 00 00 87
2C 00 48 03 05 14 00 00 00 00 00 00 2D 0C 80 13 08 00 00 87
2C 80 38 03 04 B0 00 00 00 00 00 00 2D 0C 80 13 06 00 00 87


-------
Samus
-------
**U-Tilt**
2C 00 70 0D 05 14 FF 56 00 00 00 00 87 19 00 13 14 00 01 0A
2C 80 70 0D 05 14 06 40 00 00 00 00 87 19 00 13 14 00 01 0A
2D 00 70 0C 05 14 FF 56 00 00 00 00 B4 99 00 13 14 00 01 09
2D 80 70 0C 05 14 06 40 00 00 00 00 B4 99 00 13 14 00 01 09


-------
Zelda
-------
**D-Air**
2C 00 38 08 04 B0 00 00 00 00 00 00 89 99 00 13 02 80 00 87
2C 80 50 07 04 B0 00 00 00 00 00 00 89 94 00 13 00 00 00 87


Download: http://www.megaupload.com/?d=24FNU8GO
Replaces PlKp.dat
 

nube

Smash Apprentice
Joined
Jun 20, 2010
Messages
166
@hitbox guide: is this really relevant to the thread? Magus' posts on hitboxes is really thorough and can already be found on the first page of the main hacks thread.

Good stuff on the falcon punch tho. didn't expect it to be a texture. stopped looking last year when i couldn't locate it despite finding all the cf## offsets.
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
i should clean up my HUGE list of hitbox offsets and post them here

good work lance
Awesome! That info would be nice to have.

@hitbox guide: is this really relevant to the thread? Magus' posts on hitboxes is really thorough and can already be found on the first page of the main hacks thread.

Good stuff on the falcon punch tho. didn't expect it to be a texture. stopped looking last year when i couldn't locate it despite finding all the cf## offsets.
True it isn't exactly color changes and there isn't any new information there, but I made it for 2 reasons. One, it is about cosmetic change (anyone looking to go beyond that can just go to magus's post) so I felt like it still had a place in this thread. Two, I felt like this information may have been overlooked by a lot of people. I wanted to shed more light on it in a user friendly way because I think it is something people would be interested in (when Deku posted Marth's dair with darkness, it got a really good response).

Also, thanks guys for all the kind words!

I plan on adding a lot of offsets over the next 2 days and cleaning up that 2nd post.
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
Awesome! That info would be nice to have.
Unfortunately I'm also waaaaay lazy when it comes to stuff like that and I have a lot of other stuff on my plate. I should also note that I have a bunch of offsets for article floats.

I should seriously just release all the content that I've had for over a year. I've had a project in the works for a while that I'm going to keep under wraps, but I also have a bunch of other janky stuff that's worth showing off.

Problem is that it needs to be cleaned up a bit and I'm not interested in releasing an inferior product.
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Unfortunately I'm also waaaaay lazy when it comes to stuff like that and I have a lot of other stuff on my plate. I should also note that I have a bunch of offsets for article floats.

I should seriously just release all the content that I've had for over a year. I've had a project in the works for a while that I'm going to keep under wraps, but I also have a bunch of other janky stuff that's worth showing off.

Problem is that it needs to be cleaned up a bit and I'm not interested in releasing an inferior product.
Haha, I know what you mean. Its not a huge deal, because a big part of the guide was to teach people to find their own offsets. I'm definitely interested in your janky stuff though :p

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

Priority List

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

In Depth Changes Priority

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

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

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

Changes:

PlMr.dat

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




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

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Hey guys, its that time of the semester where they crush you with projects and tests. This means I probably won't be updating this thing with the frequency I have been. I will probably do some indexing every so often, but nothing really fancy.

But.... today my homie standardtoaster gave me some offsets to look around to knock number 3 off my in depth priority list (3. Changing the colors characters change when they charge a move or that is applied when they do a move.). I made some progress with it, but not enough to make a full post.

Here is a little teaser :)

Mario Charging Up Smash with Electric Aura (instead of flashing yellow)

 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Charging Smash Attacks Effects Guide

Introduction:

Another guide!? Yes ladies and gentlemen, it is another guide! This guide will help you understand how melee characters charge their moves, how to find them in the hex code, and to change their cosmetic effects! I feel you will understand this guide more throughly if you have previous knowledge about hitboxes, so reading Magus's or my guide on hitbox data wouldn't be a bad idea.

Things you will need:

1. Hex Editor (I use HxD)
2. GCTool/GCRebuilder
3. Dolphin Emulator

Let's get started!


Step one: Understanding the data

Every move in the game that can be charged (even bats, fans, starrods, etc.) has data that controls how the charge works. These are found in the character specific files (Pl**.dat, with ** being a character's 2 letter representation). I originally thought charged smash attacks effects would be a global parameter, but I found out they are applied to individual moves. This means a character can have 3 different effects (more than that if they can angle their FSmash) applied to their charging of smash attacks! There are many components to charging attacks, but this guide will be focused on changing the effects (colors or auras) that charging an attack gives off. The data that controls charging a smash has a unqiue format (shown below) and has no resembalance to the color formats in the first post. It does share similar properties to elements in the hitbox data.


Figure 1 - Breakdown of Smash Charge Data

Smash Charge Data - This is the group of data that controls charging smash attacks. These values should be used to search the dat file for the location of the Smash Charge Data.

Smash Charge Effect Control- This value will control what kind of effect is given off when a character is charging the specific attack it is linked to. For charged smash attacks this value is 77, which corresponds to the flashing yellow aura all characters give off. A full list of effects is listed below.


Step two: Changing the effect

Now that you understand the important parts of the smash charge data, it is time to find this data in the dat files. I will go through a step by step process on the method I use to find smash charge data and change its effect control. The goal of this tutorial will to be change Bowser's Forward Smash charge effect to Fire (MORE FIRE!!!!!).

First I export PlKp.dat (Bowser's dat file) from an ISO using GCRebuilder. I make a copy of the file, so I have one original and one that I will constantly edit. I open up PlKp.dat in my hex editor and search for the values of smash charge data using the first 4 bytes (E0 3C 01 5E).

I found an offset at 4BF8, but that doesn't mean I found Bowser's forward smash. I have one of two options, I can either change the value and test if it succeeded in Dolphin or I can look further down in the hex code for FSmash's hitbox data (If you don't know this format look it up!) and see if the offset you found corresponds to FSmash. If the offset wasn't correct I keep searching through the file. There never will be too many smash charge data offsets. I have observed from looking through hitbox data that the smashes's hitbox data is always in order, with Forward Smash first (Remember some FSmashes have multiple angles and thus multiple charge effects! ), then Up smash, and finally Down Smash. I already knew Bowser's FSmash was at 4C38, so this smash charge data is correct! I look at the list of effect values(linked below) and choose 0E (Fire) to replace 77. I decided to test it out in Dolphin and it worked!

Order of Smash Charge data in character dat file

1. Forward Smash angled upward (if applicable)
2. Forward Smash
3. Forward Smash angled downward (if applicable)
4. Up Smash
5. Down Smash
6. Beam Sword
7. Home Run Bat
8. Fan
9. Star Rod
10. Lip Stick

Effect Values

Effect Control Value - Description

00 - Nothing
01 - Nothing
02 - Fast Flashing White Aura (Ends with smash)
03 - Fast Flashing Yellow Aura (Ends with smash)
04 - Brief White Aura
05 - Fast Flashing White Aura (Ends with smash)
06 - Fast Flashing Black Aura (Ends with smash)
07 - Lens Flare shoots downward, then nothing
08 - Healing animation (Like when you pick up a heart)
09 - Flashing White Aura
0A - Pulsating White Aura (Starts full white then fades then goes back to full white) (AWESOME!)
0B - Fire (Small Fraction of Charge)
0C - Fire (About Half of the Charge)
0D - Fire (Most of the Charge)
0E - Fire (All of the Charge)
0F - Electric (Small Fraction of Charge)
10 - Electric (About Half of the Charge)
11 - Electric (Most of the Charge)
12 - Electric (All of the Charge)
13 - Flashing Black for Small Fraction, Electric for the rest
14 - Flashing Black Aura for half, Electric Aura for half
18 - Flashing Black Aura for half, Electric Aura for half
1C - Flashing Black Aura for half, Electric Aura for half
1D - Flashing Black Aura for half, Electric Aura for half
1E - Flashing Black Aura for half, Electric Aura for half
1F - Brief Blue Aura
20 - Nothing
21 - Nothing
22 - Nothing
23 - Darkness (Small Fraction of Charge)
24 - Darkness (About Half of the Charge)
25 - Darkness (Most/All of the Charge)
26 - Darkness (All of the Charge)
27 - Flashing Dark Red Aura (Like getting your shield broken)
28 - Flashing Dark Red Aura
29 - Slow Flashing Pink Aura
2A - Slow Flashing Pink Aura
2B - Black Tint for the whole charge
2C - Brief White Lighting (not an aura)
2D - Original Aura (Might flash faster)
2E - Light Blue Aura (Shine Aura)
2F - Fast Flashing Yellow Aura that gets Yellower and Yellower (AWESOME!)
30 - Starts yellow then fades to red then to normal
31 - Starts Orange/yellow than fades away
32 - Fast Flashing Light Bluegreen
33 - Brief Flashing Dark Yellow Aura
34 - Brief White Aura
35 - Flashing White Aura with Flashing Star/Lens Flare Outside Body
36 - Flashing White Aura with Flashing Star/Lens Flare Inside Body/On Hand?
37 - Brief Yellow Aura
38 - Brief Yellow Aura
39 - Flashing White Aura with Smoke Above Head
3A - Flashing White Aura with Smoke In Front of Head
3B - Flashing White Aura with Flashing Lens Flares (Like charging a bat)
3C - Flashing White Aura
3D - Flashing White Aura
3E - Fast Flashing White Aura
3F - Starts yellowish then fades to normal
40 - Starts brownish then fades to white then to normal
41 - Flashing White with Electric
42 - Nothing
43 - No Aura but Flashing Electric Effects
44 - Fast Flashing Electric Aura (AWESOME!)
45 - Flashing Blue Aura with Electric Effects and Lens Flares (AWESOME!)
46 - Fast Flashing White Aura
47 - Orange and Red Lighting that ends in a Yellow Aura (Looks like a fire is behind character) (AWESOME!)
48 - Fast Flashing Yellow Aura (Ends before smash is fully charged)
49 - No Aura but Pink Lighting from beneath
4A - Very Fast White and then Bluegreen Aura (Maybe Early Shine Aura?)
4B - Flashing Bluegreen Aura with Electric Effects at feet
4C - Flashing Green with Flashing Lens Flares (AWESOME!)
4D - Starts full Black then fades to normal
4E - Starts Orangered and then fades to normal
4F - Brief White Aura in the middle of the charge
50 - Whiter and Whiter Aura over time (Ends before smash is fully charged) (AWESOME!)
51 - Starts White and fades to normal
52 - No Aura, but Flashing Blue Lighting from beneath
53 - Brief Orangered Aura then fades to normal
54 - Greener and Greener Aura over time (Ends before smash is fully charged)
55 - Flashing Orangered Aura then fades to normal
56 - Fast Flashing White Aura
57 - Fast Flashing White Aura
58 - Brief Green Aura
59 - No Aura, but lots of Lens Flares and Stars (From some item) (AWESOME!)
5A - No Aura, but lots of Lens Flares and Stars (More then 59) (AWESOME!)
5B - No Aura, but Pink Lighting from beneath
5C - Hand glows with Darkness Element (Mewtwo Style) (AWESOME!)
5D - Hand glows with Darkness Element (Mewtwo Style) (AWESOME!)
5E - Fast Flashing Purple Aura
5F - Brief Purple Aura
60 - No Aura but Pink Lighting from behind
61 - Flashing White and Pink Aura
62 - Brief White Aura
63 - Brief White Aura then progressively gets more and more Blueish Purplish
64 - Glows light red or pink
65 - Starts full Black then fades to alittle less black
66 - Black Tint for the whole charge
67 - Nothing
68 - Yellower and Yellower Aura over time (Ends with smash) (Awesome!)
69 - Dark Red Aura that fades to normal
6A - Flashing Orangered with Flashing Smoke (AWESOME!)
6B - Flashing White Aura with Stars and Lens Flares (I think like eatting a maximum tomato) (AWESOME!)
6C - Produces Sparkles (Like the sparkles behind Captain Falcon's Up B)
6D - Flashing Yellow with Flashing Large Lens Flare
6E - No Aura, but Yellow Lighting from the front
6F - Nothing
70 - Yellow Aura that fades away
71 - No Aura, but Green Lighting passes from front to back (AWESOME!)
72 - Brief Red Aura that fades to normal
73 - Brief Blue Aura that fades to normal
74 - Brief Green Aura that fades to normal
75 - White Tint for the whole charge
76 - Brief Flashing White with Smoke on the ground (AWESOME!)
77 - Original Aura
78 - Original Aura
79 - White with Blue Sparkles
7A - Flashing Dark Red Aura
7B-FF - Crashes the game XD


Charging Bowser's Fsmash now lights him on fire!


Figure 2 - Bowser charging his FSmash ... with Fire!

This method will allow you to change any smash charge effect you wish! If you have questions or comments, please post and good luck!
 

Lanceinthepants

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

I found out some new stuff I didn't know about Matrix format and CF ## format. I pretty much revamped the guide on Matrix format so please check that out.

Back to homework!
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Had time to play around with some stuff tonight and here is a quick peek at what I'm working on. I still have a few things to work out but it is almost there :)

Purple Firefox!

Changes:
  • Changed Original Up B Textures
  • Full Color Effect Changes to fit Purple style
  • Aura during Up B changed to Darkness (instead of Flashing Yellow)
  • Firefox hitboxes now have the Darkness element (instead of Fire)





 

JOS.fm

Smash Journeyman
Joined
Jul 24, 2008
Messages
363
Location
Austin-UT/San Antonio
is there any way of assigning hitbox data specific to a certain color? i know it's really far-fetched, since I'm guessing you can only have one character file >.<
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
You mean Red Falco and Blue Falco having different hitbox data? I'm afraid it is impossible with what I know :(
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Purple (Dark) Firefox for Fox and Falco

Hey before I basically disappear for 2 weeks I am posting my changes to Fox's and Falco's Firefox. Just an FYI to those who didn't know, the file that contains the data for the Firefox (EfFxData.dat) is shared by Fox and Falco, so if you use this be aware that both of their Firefox's will change. Also, I wasn't able to get this quite perfect. This is because of the multiple fireball _9 textures that trail behind your Up B in motion. I can change their color with CF offsets, but usually CF offsets are applied to textures with no colors, thus the CF offset providing the colors. These fireball textures already have color, so instead the CF offset controls the range of colors that the texture will use (Like the Color 1 and Color 2 of the 42 48 format). This means that when I changed these fireballs to purple (66 00 66), the white part was changed to purple but the redish/orange part was changed to dark red, because it was controlled by the 66 value in the RR part of the RRGGBB format. While it doesn't look too bad for the Purple Firefox (or basically any cool colors) it might be something I change in the future. Also, if there was ever to be a white firefox, these textures would have to be found and edited.

Anyway, after that wall of text here it is! If you have any questions or concerns you can post or PM me!

Summary of Changes
Note: This will change both Fox's and Falco's Firefox!

1. Changed original Up B texture
2. Full color effect changes to fit Purple (Dark) style
3. Aura during Up B changed to Darkness (instead of Flashing Yellow)
4. Firefox hitboxes now have the Darkness element (instead of Fire)
5. Fox no longer has aura when charging Up B, but hitboxes remain intact.

Changes

Purple Firefox

These are the offsets I changed for the Purple Firefox

PlFx.dat

Both Firefox hitboxes from 04 (Fire) -> 34 (Darkness)

3B8C - 2C 00 00 02 08 34 00 00 07 D0 00 00 23 0A 00 10 14 04 00 A3 (Fox's Weak Firefox hitbox)
3C04 - 2C 01 48 0E 04 00 00 00 00 00 00 00 28 0F 00 13 1E 04 15 23 (Fox's Strong Firefox hitbox)

B8 format:
3BD9 - C0 (Firefox Aura) -> 90 (Darkness)

28 format:
3b75 - 2a -> 00 removed charging fire but not hiboxes.

PlFc.dat

Firefox hitbox from 04 (Fire) -> 34 (Darkness)

3CC0 - 2C 01 38 10 04 00 00 00 00 00 00 00 28 0F 00 13 28 04 15 23 (Falco's Firefox hitbox)

B8 format:

3C95 - C0 (Firefox Aura) - > 90 (Darkness)


EfFxData.dat

Textures

Firefox _9 texture between 18DA0 and 19D9F
Palette between 19DA0 and 19F9F


CF ## format:

2EE - CF 00 FF FF FF (Trailing Fire Large Up B)
2F4 - CF 18 FF FF FF (Trailing Fire Large Up B)
324 - CF 08 FF FF FF (Trailing Fire Large Up B)
32B - CF 08 FF FF FF (Trailing Fire Large Up B)
383 - CF 00 FF F8 8F FF AD DF 00 FF A9 07 (Trailing Fire Small Up B)
393 - CF 00 FF 71 11 FF AD DF 00 91 07 0B (Trailing Fire Small Up B)
3A3 - CF 00 FF FD EE FF AD DF 00 FF EF 05 (Trailing Fire Small Up B)
3B3 - CF 00 FF 76 14 FF AD DF 00 FF 94 19 (Trailing Fire Small Up B)
3C4 - CF 08 FA 91 19 00 AD DF 08 87 05 0B (Trailing Fire Small Up B)
43A - CF 00 FF 29 0C FF AD DF 00 FF FF 82 (Square Dots Up B)
44A - CF 00 FF FF 6E FF AD DF 00 FF 0C 14 (Square Dots Up B)
52E - CF 00 FF FF FF (Trailing Fire Big Up B)
536 - CF 18 FF FF FF (Trailing Fire Big Up B)

070707 format:

1A500 - 04 FF E5 4C 00 FF 33 00 (Lens Flare of Up B in motion)
1B450 - 04 FF FF CC 00 FF 7F 00 (1 Fire Ring for Up B)
1B520 - 04 FF FF 00 00 FF 33 00 (1 Fire Ring for Up B)

98 ## ## ## format:

1A880 - 1AA50
98 00 0A 5A FD 00 FF 2A 5B FD 00 FF 2B 5D FD 00 FF 15 5C FD 00 FF 14 4E FD 00 FF 0A 4F FD 00 FF 0B 51 FD 00 FF 0D 50 FD 00 FF 0C 43 FD 00 FF 1D 42 FD 00 FF 1C 98 00 0A 58 FD 00 FF 28 59 FD 00 FF 29 57 FD 00 FF 13 56 FD 00 FF 12 4D FD 00 FF 09 4C FD 00 FF 08 4B FD 00 FF 07 4A FD 00 FF 06 49 FD 00 FF 23 48 FD 00 FF 22 98 00 0A 44 FD 00 FF 16 45 FD 00 FF 17 47 FD 00 FF 05 46 FD 00 FF 04 52 FD 00 FF 0E 53 FD 00 FF 0F 55 FD 00 FF 11 54 FD 00 FF 10 41 FD 00 FF 19 40 FD 00 FF 18 98 00 0A 3C FD 00 FF 2A 3D FD 00 FF 2B 3F FD 00 FF 15 3E FD 00 FF 14 30 FD 00 FF 0A 31 FD 00 FF 0B 33 FD 00 FF 0D 32 FD 00 FF 0C 25 FD 00 FF 1D 24 FD 00 FF 1C 98 00 0A 3A FD 00 FF 28 3B FD 00 FF 29 39 FD 00 FF 13 38 FD 00 FF 12 2F FD 00 FF 09 2E FD 00 FF 08 2D FD 00 FF 07 2C FD 00 FF 06 2B FD 00 FF 23 2A FD 00 FF 22 98 00 0A 26 FD 00 FF 16 27 FD 00 FF 17 29 FD 00 FF 05 28 FD 00 FF 04 34 FD 00 FF 0E 35 FD 00 FF 0F 37 FD 00 FF 11 36 FD 00 FF 10 23 FD 00 FF 19 22 FD 00 FF 18 98 00 0A 1E FD 00 FF 2A 1F FD 00 FF 2B 21 FD 00 FF 15 20 FD 00 FF 14 12 FD 00 FF 0A 13 FD 00 FF 0B 15 FD 00 FF 0D 14 FD 00 FF 0C 07 FD 00 FF 1D 06 FD 00 FF 1C 98 00 0A 1C FD 00 FF 28 1D FD 00 FF 29 1B FD 00 FF 13 1A FD 00 FF 12 11 FD 00 FF 09 10 FD 00 FF 08 0F FD 00 FF 07 0E FD 00 FF 06 0D FD 00 FF 23 0C FD 00 FF 22 98 00 0A 08 FD 00 FF 16 09 FD 00 FF 17 0B FD 00 FF 05 0A FD 00 FF 04 16 FD 00 FF 0E 17 FD 00 FF 0F 19 FD 00 FF 11 18 FD 00 FF 10 05 FD 00 FF 19 04 FD 00 FF 18 00 00 00 (Firefox Colors when it is not a texture)

1AC80 - 1AD00
98 00 20 6B FE 60 00 6D FF FF FF 6A FE 60 00 64 FF FF FF 65 FE 60 00 5F FF FF FF 5E FE 60 00 61 FF FF FF 60 FE 60 00 63 FF FF FF 62 FE 60 00 67 FF FF FF 66 FE 60 00 69 FF FF FF 68 FE 60 00 6E FF FF FF 6B FE 60 00 6E FF FF FF 6D FF FF FF 6C FF FF FF 64 FF FF FF 6C FF FF FF 5F FF FF FF 6C FF FF FF 61 FF FF FF 6C FF FF FF 63 FF FF FF 6C FF FF FF 67 FF FF FF 6C FF FF FF 69 FF FF FF 6E FF FF FF (Tip of the Firefox)




Download: http://www.mediafire.com/?svapzmoswt13xpx
Replaces files EfFxData.dat , PlFx.dat , PlFc.dat
 

Lanceinthepants

Smash Lord
Joined
Jul 19, 2006
Messages
1,161
Location
Purdue
Wow thanks for all the compliments guys.

I still have a week of getting owned (2 tests today, 1 Wednesday, 2 projects due by the end of the week, and oodles of homework :( ), but when that is over it will be Thanksgiving Break and I will be doing new things! This stuff is like crack XD.

I'm planning on making an ISO with a lot of color changes, if there are things you have in mind feel free to post them or PM them too me. I always like to hear lots of ideas.
 

RaphaelRobo

Smash Champion
Joined
Oct 24, 2011
Messages
2,833
Would you be able to change the Aura on Ganon's UpB to a Darkness aura? I tried doing it myself, but couldn't find the right location. An electricity aura might look nicer - I was planning on messing around with it once I found the location.

Also, I noticed that for a very short time Ganon is yellow during his Warlock Punch, which looks like an aura. If you could make that Darkness too, I'd appreciate it.
 

RaphaelRobo

Smash Champion
Joined
Oct 24, 2011
Messages
2,833
Do you happen to know where the files would be for that? I've done some searching, but haven't been able to find anything.
 
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