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MnSlMap.usd/dat_glook do you know where thoes files are stored and how I would be able to edit them?
i'm having some issues where the texture won't work. would you be able to answer this question or would i want to direct my question to the thread you linked?MnSlMap.usd/dat
Guide to hack any texture: http://smashboards.com/threads/how-to-hack-any-texture.388956/
Sticky for other Melee hacking resources and guides: http://smashboards.com/threads/melee-hacks-and-you-updated-5-21-2015.247119/
I'm actually not an expert on textures myself. Everything I know about textures I learned from that thread.i'm having some issues where the texture won't work. would you be able to answer this question or would i want to direct my question to the thread you linked?
Texture. MnMaAll.usd. Open with DAT Texture Wizard. Font is A-OTF Folk Pro, a download link is somewhere in this forum. Search.I spent about 5 minutes, got the jist of hex editing down, including how to find hex strings and edit them and reimport back into a melee iso.
Im trying to change the Name Entry button on the very first page to a diffirent set of text (20XXTE or Crazy Mod) but i cant seem to find the hex for name entry
20 17 20 24 20 30 20 28 1a 20 0e 20 31 20 37 20 35 20 3c
anywhere in the SdMenu.usd file.
im hoping that someone will see this and offer some assistance.
Isn't MCM built in python? I feel like @CeLL wrote one already so maybe ask him for the source.I spent some time yesterday trying to figure out what kind of encoding these characters are in. At first I thought maybe it might be some multi-byte form of UTF or Unicode, or maybe something in one of the ISO standards. Fundamentally it still seemed a bit weird, since there are so many redundant '20' bytes, and normally encodings stay far away from wasting space (although some of them still do, to avoid complexity). But I couldn't find anything after quite a bit of searching. However, I realized that the characters are textures, and I've seen these textures before; they're in the DOL. Not just that, the hex values in the character table shown in the OP actually correlate to the order that the characters appear in the file! So it's some proprietary encoding/mapping system.
The characters are in a consecutive section in the DOL (the 5th data section), which ranges from 0x3B6840 to 0x42E6C0, and resides in RAM at 0x803B9840. These textures can be accessed and edited in DTW, and if you open it up, you'll see that the first texture starts at 0x409D60 (shoutout to Achilles1515 who pointed out this address to me in the past), and each texture's data is 0x200 in length. So, you can locate any particular character by its hex value with this simple formula:
fileOffset = (0x200 * hexValue) + 0x409D60
Conversely, if you want to add a new character or symbol to use in your menus, and want to overwrite an arbitrary Japanese character, you can get the hex value you would need to reference it with by taking the texture's file offset and plugging it into:
hexValue = (fileOffset - 0x409D60) / 0x200
(TIP: In DTW, if you right-click on a texture in the DAT Texture Tree tab, there's an option called "Copy Offset to Clipboard".)
So one could easily use other fonts, symbols or other images, like so:
View attachment 123216
Here's the shine image I made for this: View attachment 123217 Note that I had to move the image over to the right a bit. I'm not sure how it works, but the spacing between characters is not dependent on the image alone.
Accented characters aren't included in the same place, but they shouldn't be difficult to locate if anyone wants to find them.
When talking to Achilles recently, he suggested a Menu Text Converter to be built into MCM (like the [ASCII] Text to Hex converter), so I'm making a basic one now. It'll make writing text in this format super fast and easy. But even so, I can already imagine a more advanced version that would actually use the images in the DOL to create your strings, in case you've modified your character textures. If you guys like that idea, maybe it could be added to DTW at some point.