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Changing Color Effects in Melee!

BlazzinRoy

Smash Rookie
Joined
Jun 30, 2017
Messages
1
Really nice thread going here, it's amazing what can be seen just by lurking around. :p

In regards to your Smash Attack aura-charge-changing post, Lanceinthepants, I'm a bit curious... I was messing with offsets to change Smash attack colors, and I remember you saying something about Smash attacks and multiple angles. When you say that, does that mean a character can potentially have more than 3 Smash Attack colors?

For instance, I was browsing Falcon, and I found 5 offsets. Here's what I got:

Code:
PlCa
00004a78 -
00004b20 - Forward
00004b9c -
00004c14 - Up
00004d20 - Down
I found his Forward Smash, Up Smash, and Down Smash easy, but the other two... assuming from your guide, would those other 2 offsets be his Forward Smash at upward and downward tilts? I can't test it in Dolphin because I cannot do Forward Smash tilts (only Up and Down smashes come out ]: ).

If that's what you meant, then that makes life a little easier. Really appreciate the guides here, I'm going to have some fun messing with those charge colors. *_*
Thanks for putting up Falcon's smash codes. But have you discovered his aerial move codes? I want to modify those :>
 

Gehis514

Smash Apprentice
Joined
Jul 25, 2015
Messages
119
Switch FC
SW 4004 9260 8249
Would anyone happen to have any color effect changes for bowser such as his neutral b?
 

Ethos13

Smash Rookie
Joined
Sep 5, 2014
Messages
15
Can someone please help me find the offsets to change the 'ready to fight' text and surrounding banner, similar to this image from GTX last weekend.

Any help is appreciated
 
Last edited:

Uzzi

Smash Cadet
Joined
Oct 8, 2016
Messages
39
Last edited:

BrolyLSSJ

Smash Rookie
Joined
Oct 20, 2017
Messages
2
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
Does anybody have this in any of their setups? It looks really cool and I want it but the link is dead.
 

Uzzi

Smash Cadet
Joined
Oct 8, 2016
Messages
39
Does anybody have this in any of their setups? It looks really cool and I want it but the link is dead.
You're better off doing it yourself, it's not too difficult. You can use Dat Texture Wizard to extract the PlMr.dat file, use a hex editor to edit the file with the above info, and then use DTW again to put your file back in your game.
 

xMezzy

Smash Rookie
Joined
Mar 21, 2016
Messages
3
Does anyone in here know why this is happening and how i can change it... Everytime i make falco feathers black when you are in game he has a blueish tint to him. IT is NOT true black. The only exception is on his red color, those tend to be true black for some reason. PLEASE HELP
 

NS23

Smash Journeyman
Joined
Jan 4, 2015
Messages
238
Location
USA
Slippi.gg
SLOK#533
Hey everyone...
I have a huge and annoying favor to ask...
Would anyone be able to compile the following and send it to me?
Falco: Blue Laser, Fox: Green Laser, Fox/Falco: Rainbow Shine, Purple Up-B, Pink Side-B.
This would be greatly appreciated and would complete my ultimate ISO (which I plan on sharing publicly... so long as I can find a legal way to do it)!
Thanks in advance to anyone who helps!!
 
Last edited:

SASUKEJULIAN

Smash Rookie
Joined
Dec 6, 2016
Messages
7
Just wondering, is there a way to change the colors of the P1/P2/P3/P4,s in the character selection screen? If so... how? For instance, P1 is Red, P2 is Blue, P3 is Yellow and P4 is Green. If you know how then please let me know.
 

KegMaster7000x

Smash Rookie
Joined
Jan 29, 2016
Messages
6
Haven't been able to spend as much time on it recently, but here's the effects I found for Bowser. They're for his neutral, side, and up B.


EfKpData.dat
070707
14D54 - 07 07 07 04 FF FF FF 00 00 7F FF - Side B
Color 1 - Central zigzag slash of side B
Color 2 - Background part of color 1
14E20 - 07 07 07 04 B2 E5 FF 00 00 00 FF - Side B
Color 1 - Central part of aura effect centered on slash of side B
Color 2 - Outer part of the effect
14EE0 - 07 07 07 04 FF FF FF 00 00 7F FF - Side B
Color 1 - Upper zigzag slash of side B
Color 2 - Background part of color 1
14FA0 - 07 07 07 04 FF FF FF 00 00 7F FF - Side B
Color 1 - Lower zigzag slash
Color 2 - Background part of color 1
15E50 - 07 07 07 04 FF FF FF 00 00 4C FF - Up B
Color 1 - Zigzag on up B
Color 2 - Fringe of effect
15F10 - 07 07 07 04 FF FF FF 00 00 7F FF - Up B
Color 1 - Zigzag around bowser during up B
Color 2 - Fringe of effect
15FDC - 07 07 07 04 CC E5 FF 00 00 00 FF - Up B
Color 1 - Effect around bowser during up B
Color 2 - Fringe of effect
1609C - 07 07 07 04 FF FF FF 00 66 B2 FF - Up B
Color 1 - Effect around bowser during up B
Color 2 - Fringe of effect
1615C - 07 07 07 04 FF FF FF 00 00 99 FF - Up B
Color 1 - Effect around bowser during up B
Color 2 - Fringe of effect
1621C - 07 07 07 04 FF FF FF 00 00 7F FF - Up B
Color 1 - Effect around bowser during up B
Color 2 - Fringe of effect
170D4 - 07 07 07 04 FF FF 00 00 FF 4C 00 - Up B
Color 1 - Rays below bowser during ground up B
Color 2 - Part of effect near end of the ray

CF ##
3E0 - CF 00 FF FF FF FF AD DF 00 FF E8 51 - Neutral B
Color 1 - Inner part of fireball near start of B move
Color 2 - Outer part of fireball
3F9 - CF 05 FF FF FF FF AD DF 05 00 00 00 - Neutral B
Color 1 - Outer part of fireballs from neutral B, at the start of it
Color 2 - Inner part of the fireballs
40D - CF 0A FF D9 B8 FF AD DF 0A 00 00 00 - Neutral B
Color 1 - Inner part of fireballs from neutral B, at the end
Color 2 - Outer part of the fireballs
429 - CF 0F 42 42 42 00 AD DF 0F 00 00 00 - Neutral B
Color 1 - Inner part of fireballs at very end of neutral B
Color 2 - Outer part of the fireballs
48E - CF 00 FF FF FF 00 AD DF 00 C0 64 01 - Neutral B
Color 1 - Inner part of faint effect near bowsers mouth during B
Color 2 - Outer part of it
49B - CF 05 FF 80 4A FF AD DF 05 94 25 14 - Neutral B
Color 1 - Inner part of the 48E effect near middle of firebreath
Color 2 - Outer part of the effect
4B9 - CF 03 FF A9 73 FF AD DF 03 4A 27 19 - Neutral B
Color 1 - Inner part of the previous effect at the end of firebreath
Color 2 - Outer part of the effect
4CF - CF 03 FD FD FD FF AD DF 03 00 00 00 - Neutral B
Color 1 - Inner part of another fireball effect
Color 2 - Outer part of the effect - Neutral B
4EC - CF 07 7F 7F 7F 00 AD DF 07 00 00 00 - Neutral B
Color 1 - Inner part of the end of the previous effect
Color 2 - Outer part of the effect
564 - CF 00 FF C6 07 00 AD DF 00 FF 02 06 - Neutral B
Color 1 - Faint circular effect near start of neutral B
Color 2 - Fringes of effect
571 - CF 0C FF EF 40 1E AD DF 0C FF 0A 0E - Neutral B
Color 1 - The central part of the previous effect in the middle of firebreath
Color 2 - The fringes of the effect
585 - CF 0A FF FF FF C8 AD DF 0A 00 00 00 - Neutral B
Color 1 - The central part of the previous effect at the end of firebreath
Color 2 - Fringes of the effect
599 - CF 0A 00 00 00 00 AD DF 0A 00 00 00 - Neutral B
Color 1 - Effect at the very end of firebreath that's only there for like 1 frame
Color 2 - Fringe of the effect
5EC - CF 00 FF FF FF C8 AD DF 00 FF E8 51 - Neutral B
Color 1 - Central part of effect at the very start of firebreath
Color 2 - Fringes of the effect
607 - CF 06 FF FF FF C8 AD DF 06 00 00 00 - Neutral B
Color 1 - More fireballs in the middle of firebreath
Color 2 - Outer parts of the fireballs
626 - CF 0F FF D9 B8 00 AD DF 0F 00 00 00 - Neutral B
Color 1 - Central part of the previous effect at the end of firebreath
Color 2 - Fringes of the effect

4248
14E90 - 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 42 48 - Side B
Color 1 - Slightly changes color 2
Color 2 - Changes the color of aura effect in side B
As a note, there's a bunch of CF## effects at the start of the EfKpData.dat file that I have no idea what they are.

The offsets for the neutral B you posted seem to still be unchanged between a vanilla bowser efkpdata.dat and a blue flame modified one.

I found that the offsets that control the color of the neutral B for bowser that were different between the two were offsets 000006c0 all the way to 0000a8bf
I want to change the flame to a hotter volcano red color. (similar to the red from the side-b Slash above).

How do I go about doing this?

@OmnipotentSpoon
 
Last edited:

UtopiaX

Smash Rookie
Joined
Sep 30, 2015
Messages
3
I don't suppose it would be possible to change the effect colour of say darkness that an attack has on a character. I just think it would be cool if falco's moves made the opponents light up with blue fire rather than just darkness fire or normal fire. thanks.
 

Silvalfo

Smash Journeyman
Joined
Jan 7, 2012
Messages
232
Location
Brazil
NNID
Silvalfo
Haven't been able to spend as much time on it recently, but here's the effects I found for Bowser. They're for his neutral, side, and up B.


EfKpData.dat
070707
14D54 - 07 07 07 04 FF FF FF 00 00 7F FF - Side B
Color 1 - Central zigzag slash of side B
Color 2 - Background part of color 1
14E20 - 07 07 07 04 B2 E5 FF 00 00 00 FF - Side B
Color 1 - Central part of aura effect centered on slash of side B
Color 2 - Outer part of the effect
14EE0 - 07 07 07 04 FF FF FF 00 00 7F FF - Side B
Color 1 - Upper zigzag slash of side B
Color 2 - Background part of color 1
14FA0 - 07 07 07 04 FF FF FF 00 00 7F FF - Side B
Color 1 - Lower zigzag slash
Color 2 - Background part of color 1
15E50 - 07 07 07 04 FF FF FF 00 00 4C FF - Up B
Color 1 - Zigzag on up B
Color 2 - Fringe of effect
15F10 - 07 07 07 04 FF FF FF 00 00 7F FF - Up B
Color 1 - Zigzag around bowser during up B
Color 2 - Fringe of effect
15FDC - 07 07 07 04 CC E5 FF 00 00 00 FF - Up B
Color 1 - Effect around bowser during up B
Color 2 - Fringe of effect
1609C - 07 07 07 04 FF FF FF 00 66 B2 FF - Up B
Color 1 - Effect around bowser during up B
Color 2 - Fringe of effect
1615C - 07 07 07 04 FF FF FF 00 00 99 FF - Up B
Color 1 - Effect around bowser during up B
Color 2 - Fringe of effect
1621C - 07 07 07 04 FF FF FF 00 00 7F FF - Up B
Color 1 - Effect around bowser during up B
Color 2 - Fringe of effect
170D4 - 07 07 07 04 FF FF 00 00 FF 4C 00 - Up B
Color 1 - Rays below bowser during ground up B
Color 2 - Part of effect near end of the ray

CF ##
3E0 - CF 00 FF FF FF FF AD DF 00 FF E8 51 - Neutral B
Color 1 - Inner part of fireball near start of B move
Color 2 - Outer part of fireball
3F9 - CF 05 FF FF FF FF AD DF 05 00 00 00 - Neutral B
Color 1 - Outer part of fireballs from neutral B, at the start of it
Color 2 - Inner part of the fireballs
40D - CF 0A FF D9 B8 FF AD DF 0A 00 00 00 - Neutral B
Color 1 - Inner part of fireballs from neutral B, at the end
Color 2 - Outer part of the fireballs
429 - CF 0F 42 42 42 00 AD DF 0F 00 00 00 - Neutral B
Color 1 - Inner part of fireballs at very end of neutral B
Color 2 - Outer part of the fireballs
48E - CF 00 FF FF FF 00 AD DF 00 C0 64 01 - Neutral B
Color 1 - Inner part of faint effect near bowsers mouth during B
Color 2 - Outer part of it
49B - CF 05 FF 80 4A FF AD DF 05 94 25 14 - Neutral B
Color 1 - Inner part of the 48E effect near middle of firebreath
Color 2 - Outer part of the effect
4B9 - CF 03 FF A9 73 FF AD DF 03 4A 27 19 - Neutral B
Color 1 - Inner part of the previous effect at the end of firebreath
Color 2 - Outer part of the effect
4CF - CF 03 FD FD FD FF AD DF 03 00 00 00 - Neutral B
Color 1 - Inner part of another fireball effect
Color 2 - Outer part of the effect - Neutral B
4EC - CF 07 7F 7F 7F 00 AD DF 07 00 00 00 - Neutral B
Color 1 - Inner part of the end of the previous effect
Color 2 - Outer part of the effect
564 - CF 00 FF C6 07 00 AD DF 00 FF 02 06 - Neutral B
Color 1 - Faint circular effect near start of neutral B
Color 2 - Fringes of effect
571 - CF 0C FF EF 40 1E AD DF 0C FF 0A 0E - Neutral B
Color 1 - The central part of the previous effect in the middle of firebreath
Color 2 - The fringes of the effect
585 - CF 0A FF FF FF C8 AD DF 0A 00 00 00 - Neutral B
Color 1 - The central part of the previous effect at the end of firebreath
Color 2 - Fringes of the effect
599 - CF 0A 00 00 00 00 AD DF 0A 00 00 00 - Neutral B
Color 1 - Effect at the very end of firebreath that's only there for like 1 frame
Color 2 - Fringe of the effect
5EC - CF 00 FF FF FF C8 AD DF 00 FF E8 51 - Neutral B
Color 1 - Central part of effect at the very start of firebreath
Color 2 - Fringes of the effect
607 - CF 06 FF FF FF C8 AD DF 06 00 00 00 - Neutral B
Color 1 - More fireballs in the middle of firebreath
Color 2 - Outer parts of the fireballs
626 - CF 0F FF D9 B8 00 AD DF 0F 00 00 00 - Neutral B
Color 1 - Central part of the previous effect at the end of firebreath
Color 2 - Fringes of the effect

4248
14E90 - 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 42 48 - Side B
Color 1 - Slightly changes color 2
Color 2 - Changes the color of aura effect in side B
As a note, there's a bunch of CF## effects at the start of the EfKpData.dat file that I have no idea what they are.
Thanks! I was looking for this. Finally managed to get the effect I wanted.
 

Attachments

_yuna

Smash Apprentice
Joined
Feb 11, 2014
Messages
97
Location
Fox
Dolphin 2019-01-04 07-14-33-584.png
Dolphin 2019-01-04 07-15-13-565.png

Did some digging the other day and found the offsets for some stuff in PlCl.dat.

PlCl.dat

07 07 07 Format

0x16D28 Boomerang Trail 1

0x16DE8 Boomerang Trail 2

0x16EA8 Boomerang Trail 3

0x1922C Boomerang Trail 4

0x194AC Boomerang Trail 5

0x2252C Fire Arrow Trail 1

98 00 ## ## Format

0x22640 Fire Arrow Trail 2

0x22E60 Fire Arrow Trail 3

Here's some stuff pertaining to EfLkData.dat as well;

The sword itself normally glows white.
Dolphin 2019-01-04 07-08-10-926.png

The small streaks of blue.
Dolphin 2019-01-03 22-49-59-880.png

Dolphin 2019-01-04 07-34-11-820.png


EfLkData.dat

07 07 07 Format


0x4A1 | 07 07 07 04 04 02 06 1C 1C 0E 0E | Dunno

0x550C | 07 07 07 04 FF FF FF 00 00 00 FF | Up B Defines color for the texture at 0x22A0 (The white texture)

42 48 Format

0x5224 | 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 | Wind Trail (The small streaks. These Wind Trail offsets define a color for the associated texture (at 0x80) that gradually fades out into just the texture.)

0x52C4 | 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 | Wind Trail

0x5364 | 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 | Wind Trail

0x5410 | 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 | Wind Trail

0x54B0 | 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 | Part of up B

0x557C | 80 80 80 FF FF FF FF FF FF FF FF FF 3F 7F BE 77 | Up B Blue Streak again but idk what in particular it does

0x561C | 80 80 80 FF FF FF FF FF FF FF FF FF 00 00 00 00 | Up B Large Streak (Middle Ring on an angle that also reaches the furthest out)

0x7748 | 80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 | Up B Link's Sword's Glow End of Animation

0x7774 | 80 80 80 FF FF FF FF FF FF FF FF FF 3F 40 00 00 | Up B Link Sword Glow

0x77A0 | 80 80 80 FF FF FF FF FF FF FF FF FF 3F 00 00 00 | Up B Link Sword Glow

0x77CC | 80 80 80 FF FF FF FF FF FF FF FF FF 3E 80 00 00 | Up B Link Sword Glow

0x77F8 | 80 80 80 FF FF FF FF FF FF FF FF FF 3E 19 99 9A | Up B Link Sword Glow They're probably ordered from end to first
 

TheOtherEthan

Smash Rookie
Joined
May 5, 2019
Messages
16
Location
Houston, Texas
Slippi.gg
TOE#355
Where would I find the offsets for Fox & Falco's laser colors? I've given them custom moves I don't want to overwrite, so I need to manually edit them.
 

Phemto

Smash Rookie
Joined
Apr 1, 2017
Messages
1
can anyone help me out willing to pay top dollar to help me mod this game hmu
 

StagesWhenPls

Smash Cadet
Joined
Jul 11, 2016
Messages
49
MnSlChr.usd
000948 - 80 80 80 FF 00 0B 1A FF FF FF FF Background
348E88 - 07 07 07 07 83 8F 94 00 83 8F 94 Bottom frame
348F48 - 07 07 07 07 92 9E A3 00 92 9E A3 Rule
349008 - 07 07 07 07 83 8F 94 00 83 8F 94 Top frame


These haven't been posted here apparently I can't remember who found them, but I've just had them on a word document, so here they are
. . .
What can be done with them
Does anyone know the equivalent values of this for the event mode character select? Or even what file the even mode character select is controlled by? I want to edit it now that rollback netplay uses that screen.
 

The Realest

Smash Cadet
Joined
Jun 7, 2014
Messages
55
Does anyone know the equivalent values of this for the event mode character select? Or even what file the even mode character select is controlled by? I want to edit it now that rollback netplay uses that screen.
Offsets
Single Player Top Frame: 0x382F04
Single Player Bottom Frame: 0x382E44

I also just updated an application I wrote a year ago, that makes it easier to modify the CSS, to include support for Slippi 2.0 (it can now change the Slippi top and bottom frames of the CSS).
README
Download
 
Last edited:

Placebo Effect

Smash Apprentice
Joined
Aug 17, 2010
Messages
156
Location
The Arena Eternal
I need help with a mod to change the hit effects to blood. (edgy I know)
Also if possible to change the death explosions to something else too like a regular explosion or mushroom cloud.

I know how to change the textures, but can't find the offsets or figure out how to do it.
If anyone could help me figure it out that would be great, I'd even be willing to pay if someone would do it for me.

This is the thread I was looking at to change the textures, which is easy enough.
https://smashboards.com/threads/texture-hacking-effects.369294/#post-17626019
 

TerpySSBM

Smash Rookie
Joined
Aug 8, 2020
Messages
11
i have a list of ganon offsets i wrote a python script to find the offsets i changed most to blue and now all his b moves are blue, i have no clue what offset effects what, just that the color changes work.
42 48 format
1c3a0
1c460
1c500
1c5a0
1c640
1e120
1e1e0
1e2a0
1e340
1f290
1f360
1f430
1f4f0
1f5c0
1f690
1f760
1f820
1f8f0
1f9c0
1fa90
1fb50
21180
219e0
21a80
21b20
21bc0
22c00
22ca0
22d40

cf 00- format
150
220
300
310
3c0
3d0
3e0
430
440
450
460
470
4c0
520
530
540
550
560
570
620
630
6A0
700
760
870
880
890
8a0
920
930
990
1d100

cf 07 - format
630
9a0

cf 05 format
150
21ea0

cf 0f format
640
9b0

cf f0 format
239e0

cf 06 format
6a0
8b0
139f0

cf 09 format
190
230
260
770
7a0
 

ImTheFact

Smash Rookie
Joined
Dec 4, 2020
Messages
2
Slippi.gg
FACT#544
Does anyone have a blue firebird for Fox and Falco, I couldn't find a download link in this tread for it.
 

Goatlink

Smash Apprentice
Joined
Jul 14, 2013
Messages
146
Location
Portland, OR
Last edited:

DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,178
Location
Sacramento, CA
Lately I've been documenting a ton of offsets in EfCoData with the use of scripts, here are my findings: https://docs.google.com/spreadsheets/d/1ZP_0i9dy9o5W-lzFwu_CAqc9kttd6-_j3jq0rt1tDls/edit?usp=sharing

I'm dreaming of having all the offsets in this thread be in a single document that could be used by scripts to easily make color effect modpacks, and bypass the tedious practice of manually changing colors at offsets in a hex editor.
I assume you've seen my thread on texture offsets for this file?

Is your script just looking for instances of what might be color formats (hex string patterns), and then you're changing them to see if/what they change in-game? If you want to go further, I would recommend looking into the composition of the file's individual structures, and walking those to find offsets. Here are some resources:

Melee dat format thread
Mario Kart Wiki on DAT files
Structs breakdown by Punkline
HSD Common Objects
DTW Source Code (I recommend looking at the hsdFiles.py and hsdStructures.py files)
HSDRaw Source Code
Structural Analysis tab in DTW

A program with a nice UI to do these sorts of things would be really nice. I've even thought about integrating such a thing into a current project of mine.
 

Goatlink

Smash Apprentice
Joined
Jul 14, 2013
Messages
146
Location
Portland, OR
I assume you've seen my thread on texture offsets for this file?

Is your script just looking for instances of what might be color formats (hex string patterns), and then you're changing them to see if/what they change in-game? If you want to go further, I would recommend looking into the composition of the file's individual structures, and walking those to find offsets. Here are some resources:

Melee dat format thread
Mario Kart Wiki on DAT files
Structs breakdown by Punkline
HSD Common Objects
DTW Source Code (I recommend looking at the hsdFiles.py and hsdStructures.py files)
HSDRaw Source Code
Structural Analysis tab in DTW

A program with a nice UI to do these sorts of things would be really nice. I've even thought about integrating such a thing into a current project of mine.
yeah my scripts just search using regular expressions and a binary search. It's been easy enough to find any color offset I want, but properly understanding and walking the file structs is def the next step for me. Thanks a ton for the resources, I will be sure to use them.
 

Somasu94

Smash Rookie
Joined
Sep 26, 2021
Messages
1
Is there a way to remove all the blinking effect when a character takes damage
 

Vrad

Smash Rookie
Joined
Oct 15, 2021
Messages
1
Sad to see that nobody ever searched for sheik's effect, i'd love to add some effect to her fair for exemple, but it's such a chore to go through theses file with HxD :/
 
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