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Changing the color of the "Ready to fight" banner

_glook

Got a Passion for Smashin'
Joined
Sep 30, 2005
Messages
802
Location
Not UC Berkeley anymore
I was wondering if anybody knew how to change the color of the "Ready to fight" banner from red to any other arbitrary color. Does anybody have the memory locations and stuff for this?
 
Joined
Oct 10, 2011
Messages
1,126
Location
Boise, ID
NNID
dansalvato
Yes, I have a way to do it but it's really janky, so use it at your own risk.
Code:
C236B004 00000009
807D000C 2C03001F
40820034 2C04000C
41820018 2C04000D
41820018 2C04000E
41820018 4800001C
3880000X 48000014
3880000Y 4800000C
3880000Z 48000004
7D8803A6 00000000
X: Apply a bright shade (solid)
Y: Apply a medium shade (flashing)
Z: Apply darkness (solid)

Replace X, Y, and Z with values C, D, E for Red, Green, Blue respectively.
Values are applied in that order, so setting X and Z to the same value will make Z take priority.

Here are some colors.
Yellow (default): C, D, E
Magenta: C, E, D
Teal: D, E, C
Lime: D, C, E
Purple: E, C, D
Cyan: E, D, C
Red: C, E, E
Green: D, D, C


Any color that has a flashing/pulsing effect is extremely difficult to modify. I'm sure the object structure for it is somewhere in the game files, but it's certainly much more bizarre than straight-up color values, since there are variables for controlling the speed and amount of each pulse to apply to each color value. This code modifies a very low-level graphics routine that is used all throughout the game. Its conditional should single out the banner, but it could have unintended consequences. I'm not really proud of this code.
 
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_glook

Got a Passion for Smashin'
Joined
Sep 30, 2005
Messages
802
Location
Not UC Berkeley anymore
Yes, I have a way to do it but it's really janky, so use it at your own risk.
Code:
C236B004 00000009
807D000C 2C03001F
40820034 2C04000C
41820018 2C04000D
41820018 2C04000E
41820018 4800001C
3880000X 48000014
3880000Y 4800000C
3880000Z 48000004
7D8803A6 00000000
X: Apply a bright shade (solid)
Y: Apply a medium shade (flashing)
Z: Apply darkness (solid)

Replace X, Y, and Z with values C, D, E for Red, Green, Blue respectively.
Values are applied in that order, so setting X and Z to the same value will make Z take priority.

Here are some colors.
Yellow (default): C, D, E
Magenta: C, E, D
Teal: D, E, C
Lime: D, C, E
Purple: E, C, D
Cyan: E, D, C
Red: C, E, E
Green: D, D, C


Any color that has a flashing/pulsing effect is extremely difficult to modify. I'm sure the object structure for it is somewhere in the game files, but it's certainly much more bizarre than straight-up color values, since there are variables for controlling the speed and amount of each pulse to apply to each color value. This code modifies a very low-level graphics routine that is used all throughout the game. Its conditional should single out the banner, but it could have unintended consequences. I'm not really proud of this code.
This works pretty fantastic, thanks for sharing!
 

_glook

Got a Passion for Smashin'
Joined
Sep 30, 2005
Messages
802
Location
Not UC Berkeley anymore
It looks like you can hook into 80369150 in v1.00, so the code would be:
Code:
C2369150 00000009
807D000C 2C03001F
40820034 2C04000C
41820018 2C04000D
41820018 2C04000E
41820018 4800001C
3880000X 48000014
3880000Y 4800000C
3880000Z 48000004
7D8803A6 00000000
 

DigitalCannon

Smash Rookie
Joined
Jan 9, 2016
Messages
7
Location
Pittsburgh
Hey all! Hope posting in threads this old is okay.

I found that on CSS load, 8111e600 is the start of some of the banner's data. So at the end of the load procedure, my code will overwrite the colors.
Same thing as Dan's, just replace X Y and Z with your color values.

C2266880 00000006
3DC08111 61CEE613
39E0000X 99EE0000
39CE0060 39E0000Y
99EE0000 39CE0060
39E0000Z 99EE0000
382101E8 00000000

Edit: The address changes if the CSS goes into a minor menu (name entry, match settings). But if you need to color the banner and don't want to branch from the graphics routine, this can work for you.
 
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