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Changing Color Effects in Melee!

Decipio-Carmen

Smash Apprentice
Joined
Apr 2, 2010
Messages
88
Hey guys, I'm trying to figure out how to emulate some Marth sword effects that I saw in a Marth vs. Sheik TAS:
https://www.youtube.com/watch?v=F_Ljkph7q8g

From the OP, I noticed that the sword effect is in PIMs.dat, but this seems to effect the sword swing for every costume. Is it possible to have different sword effects per costume? I think the 20XX hack pack does this.
 

Doq

Smash Lord
Joined
Dec 28, 2012
Messages
1,037
Location
The Lab, Sweet Home, OR
Hey guys, I'm trying to figure out how to emulate some Marth sword effects that I saw in a Marth vs. Sheik TAS:
https://www.youtube.com/watch?v=F_Ljkph7q8g

From the OP, I noticed that the sword effect is in PIMs.dat, but this seems to effect the sword swing for every costume. Is it possible to have different sword effects per costume? I think the 20XX hack pack does this.
Code:
Costume Dependent Marth Sword Swing Colors (1.02) [Achilles]
C2136510 0000000F
3DC0FF00 61CEFFFF
7C007000 40820060
39E5E181 89EF0000
2C0F0001 40820010
3C60FF00 6063BE0C
3C001900 2C0F0002
40820010 3C60FF00
60638DD5 3C002E00
2C0F0003 40820010
3C60FF00 6063F7E1
3C008300 2C0F0004
40820010 3C60FF00
60637D77 3C00C800
6000FFFF 94650008
60000000 00000000

Costume Dependent Marth Sword Swing Colors (1.00) [Achilles]
C2135E98 0000000F
3DC0FF00 61CEFFFF
7C007000 40820060
39E5E181 89EF0000
2C0F0001 40820010
3C60FF00 6063BE0C
3C001900 2C0F0002
40820010 3C60FF00
60638DD5 3C002E00
2C0F0003 40820010
3C60FF00 6063F7E1
3C008300 2C0F0004
40820010 3C60FF00
60637D77 3C00C800
6000FFFF 94650008
60000000 00000000

Costume Dependent Marth Sword Swing Colors (PAL) [Achilles]
C2136CB4 0000000F
3DC0FF00 61CEFFFF
7C007000 40820060
39E5E181 89EF0000
2C0F0001 40820010
3C60FF00 6063BE0C
3C001900 2C0F0002
40820010 3C60FF00
60638DD5 3C002E00
2C0F0003 40820010
3C60FF00 6063F7E1
3C008300 2C0F0004
40820010 3C60FF00
60637D77 3C00C800
6000FFFF 94650008
60000000 00000000

How to change the colors to whatever you'd like:

1) Get the RGB value of the color you would like (in format RRGGBB)
2) Plug the values into the code below

C2136510 0000000F //this is the first line from the 1.02 code. make sure to change it to the PAL line if thats the code you are modifying
3DC0FF00 61CEFFFF
7C007000 40820060
39E5E181 89EF0000
2C0F0001 40820010
3C60FF00 6063RRGG // these RRGGBB values refer to Red Marth costume
3C00BB00 2C0F0002 //
40820010 3C60FF00
6063RRGG 3C00BB00 // these RRGGBB values refer to Green Marth costume
2C0F0003 40820010
3C60FF00 6063RRGG // these RRGGBB values refer to Black Marth costume
3C00BB00 2C0F0004 //
40820010 3C60FF00
6063RRGG 3C00BB00 // these RRGGBB values refer to White Marth costume
6000FFFF 94650008
60000000 00000000
Source: http://smashboards.com/threads/melee-gecko-codes-guide-and-discussion.327311/
 

Slyfincleton

Smash Cadet
Joined
Feb 9, 2015
Messages
29
Location
Rockton, IL
Hey everyone, i've been trying to track down the files and effects for blastoise's water projectile. Does anyone know where to look?
 

AnEnemyMongoose

Smash Cadet
Joined
Jul 13, 2014
Messages
49
Location
New Hampshire
For convenience. Doesn't do anything new.

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

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


The offset it wants is the very beginning of the format, i.e. the offset of the first 07 for 07 07 07 format, 98 for 98 00 ## ## format, the first color for 42 48 format (aka the offset of 42 - 0x10), and the CF in CF ## format. Does color previews (what's currently in the dat). Uses the 2 bytes at offset + 0x2 for the number of colors in 98 00 ## ##'s.

The offset is in hexadecimal, you can put 0x if you want but don't have to.
Do you perhaps have a version for a 32-bit Operating System?
 

Lukcas

Smash Rookie
Joined
Aug 19, 2014
Messages
14
Location
Sweden
can i get any help with changing effects on aerials, i want to change the effect when i hit someone with doc's Fair. I saw someone do this with falcos dair
 

DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,178
Location
Sacramento, CA
can i get any help with changing effects on aerials, i want to change the effect when i hit someone with doc's Fair. I saw someone do this with falcos dair
If you mean the move's type (fire, electric, darkness, etc.): Cosmetic Hitbox Element Guide

If you mean effects like sparkles or other graphics, you'll want to look at Itaru's thread: Melee Syntax and Guide. Let's make super characters!
and maybe look around here.

Or you can wait until Crazy Hand includes the functionality.
 

oksas

oak-sauce
Joined
Apr 12, 2011
Messages
458
@ Lukcas Lukcas , adding to what DRGN said, if you are talking about the stars/sparkles and not just the elemental effect on the move when it hits, then yeah you will need to check out the syntax thread by Itaru. if all you want to do though is change the graphic effect, though, it's pretty simple.

- open your iso using the latest Crazy Hand (1.10 right now)
- navigate to Doctor Mario's forward air stuff, like in this picture
- those four highlighted digits are what you'll want to change
- there is a list here of documented graphic effects
- so if you wanted to replace the default star effect on doc's fair with some explosion effects (022B on the google doc), you would just replace those 4 numbers with 02 2B
- here's a preview of what it would look like

obviously it looks a little silly, since that effect doesn't really make sense with doc's fair, and even if it did it comes out way before the move actually hits. also, if you wanted to modify where the effect originates, you would have to look specifically at this post and just kind of guess and check with the location offsets till you get what you want.

if you wanted to take it even further and make it so the effect occurs when doc actually swings his fist (ie the move is hitting/hitbox is out), you would have to modify the number for that first script in his fair, [ 1 ] Asynchronous Timer. my understanding of it is that an asynchronous timer basically means "wait x number of frames and then do all the stuff listed after this." so in the case of Doc's fair, it waits 3 frames, does the autocancel script, then does the graphic effect, but the hitbox doesn't come out till frame 18 as evidenced by the next timer. so if you change the 3 in the first asynchronous timer to 18 to match the timer for the hitbox, the effect starts when the hitbox comes out. here I changed it to 18 and you can see the fire effect starting as doc's fist is swinging. keep in mind that doing this messes with the autocancel script so fair now autocancels before frame 18 rather than 3, so this kind of modification wouldn't be tournament legal
 

101pie101

Smash Cadet
Joined
Jul 21, 2014
Messages
65
Location
In The Melee Workshop
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
Can anybody reupload this mario coin grab pummel effect?
 

Lukcas

Smash Rookie
Joined
Aug 19, 2014
Messages
14
Location
Sweden
@ O oksas @ DRGN DRGN
Thanks guys, i had no idea about Crazy Hand and it got it sorted out, in the hitbox section of doc fair i could change the Attribute of the attack which was what i was looking for.
 

The Realest

Smash Cadet
Joined
Jun 7, 2014
Messages
55
What kind of unwanted effects? I've downloaded a lot of your stuff already and there's no Captain Falcon.
oh damn, my bad, didnt see falcon, read it as falco.
I actually kind of want to do that now though, I'll prolly get around to it later today.
 

The Realest

Smash Cadet
Joined
Jun 7, 2014
Messages
55
Can I get help with creating a blue falcon kick? I have never used hex edit before so I dont really know where to go for this.
im pretty sure that some of the falcon kick is textures or no one has found all the values that control it.
 

Refus

Smash Rookie
Joined
Feb 6, 2015
Messages
1
Anyone know the offset(s) for Samus's grapple? Wanted to change the color but I can't find it in crazy hand or after searching the forums too.
 

SillyGoose

Master of QWOP
Joined
Nov 4, 2012
Messages
145
Location
Walnut Creek, CA / Chicago
Someone said that the red ring around fox/falco when they fire lasers is linked to the color of their up-b. Does anyone know what the offset for that color is?

How about the offset for Marth's neutral B effect? (so I can change it to the darkness effect without losing the multi-colored sword swings in the hackpack)
 
Last edited:

Miyuki

Smash Rookie
Joined
Mar 13, 2015
Messages
12
Location
WA, USA
I might sound dumb asking this but how do you have the firefox for fox and falco with out it affecting lasers and rainbow shines?
 

The Realest

Smash Cadet
Joined
Jun 7, 2014
Messages
55
@ Miyuki Miyuki shine and firefox are in EfFxData, while lasers, phantasm, etc. are in plfx and plfc, so it shouldnt change lasers at all; you would have to change the respective bytes for shine on the file with the firefox (you could do it vice versa, but it is easier to go this way because a lot of the fire fox is textures)
so, for shine, you would take the values between the offsets of 1C2A0 - 1C340 and c/p them over the same offsets in the file that contains the firefox
Note: there are more hex values to change if you want the beginning frames of shine to be a different color (check op)
 
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