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Gonna just post some unknown flags here.this page will help cover the basic structure of Pl joint root-node structure
http://wiki.tockdom.com/wiki/HAL_DAT_(File_Format)
of course though for anything else found, please edit the page, it ain't a wiki for nothing
Well the term may be wrong, but looking at the swords one is reflecting light as if a smooth surface and the other isnt.eh, I'm inclined to believe the flags deal with more than just transparency, and the shininess itself is a color-struct value... however, what you're dealing with may be the method used for Blender's toon-shading material settings which may seem like shininess...
comparing this to MDL0, that seems very likely.
I don't feel like making an account.this page will help cover the basic structure of Pl joint root-node structure
http://wiki.tockdom.com/wiki/HAL_DAT_(File_Format)
of course though for anything else found, please edit the page, it ain't a wiki for nothing
I have not. I set a breakpoint in the function that would use the pointer if it does not equal 0 and tried starting a few matches. The breakpoint never never got executed.thanks, have you found any structure used by it by chance??
I can look into it if you can give me a file to look at.
Do you know of a file that has a pointer here.I don't feel like making an account.
Bone Structures
0x3C = pointer = unknown
I can tell it is a pointer by looking at the functions that read object data.
Do you know of a file that has a pointer here.
Also that image swapping struct I said was in the root section of the Gr files, I think its actually mipmaps. Ill have to look more into it.
lol Z zankyou , I just asked thisI have not. I set a breakpoint in the function that would use the pointer if it does not equal 0 and tried starting a few matches. The breakpoint never never got executed.
My b. Was too excited having someone else contribute.
Huh, Ive noticed that it seems the first byte is responsible for children and the second byte was responsible for siblings. And the last byte was responsible for objects. Ive never seen the 3 byte set but I just assumed it was part of the objects.I didn't really look into anything any further but I did notice that if the Bone Structures flag word contains the vaue (0x00001000), so has bit 19 set on, then it does something along the lines of skipping the check for child bone structures.
Huh, Ive noticed that it seems the first byte is responsible for children and the second byte was responsible for siblings. And the last byte was responsible for objects. Ive never seen the 3 byte set but I just assumed it was part of the objects.
Is it not part of the loading cycle?
ok, 2 questions:
Debug version of dolphin.ok, 2 questions:
1: how are you actually viewing that??
2: do you have or know of any resources that could help me understand that?? (since I know it's not Macro ASM *cringes*)
DANGITDebug version of dolphin.
Interesting. That function seems to be executed anytime a new object is to be loaded on-screen. So if you have characters standing in a match not doing anything, the function is not executed. But the moment I make a new object appear (like a cloud puff from running) then it gets hit.Is it not part of the loading cycle?
Go to the Assembly resources in the Melee Codes subforum.ok, 2 questions:
1: how are you actually viewing that??
2: do you have or know of any resources that could help me understand that?? (since I know it's not Macro ASM *cringes*)
I generally call it a bone and a bone is a type of root structure. Objects are referenced by bones.Cool. So I can use that function to find the RAM location for the start of any object or bone or whatever you call it. r4 is one of the inputs to that function and holds the Bone Structure start.
3x scale Fox Up-B
View attachment 74158
Yo Achilles do you think you could find the function that removes meshes with that method. Really using dolphin to figure out what flags do brilliant. Although I dont know how you found that function.Yeah, so I disabled that function in-game and now no new "bones" are shown.
Fox Up-B
View attachment 74167
Quick glances without actually testing the file. Not sure if I posted about this yet but the unknown structure in the texture struct operates similarly to the color node. The color node applies to all images tied to that image while the unk struct colors just 1 texture. That being said, the unk for this material is at 0x1d2ec. Grabbing the word at 0x10 in the struct we see FF 00 4C. Plug that into a rgba color picker and youd see thats red.The Mystery of the [Red] Laser Ring Color
14 years have passed and the ability to edit the laser blast ring color still eludes us.
Due to the discovery of the recently posted function, I present new information that still does not answer the question.
View attachment 74546
Figure 1: 3x scale laser ring
Modifying the "scale" values in either "Bone Structure" in red text below will result in the graphic modification. Bone structure starts are highlighted in blue.
View attachment 74547
Figure 2: EfFxData.dat Bone Structure offsets
I tried following the "Object Struct Offset" of the second bone structure to the "Material Struct Offset" and then to the "Texture Struct Offset" which led me to the color data at offset 0x1d368. Changing it did nothing. Zankyou...you're up.
Removes meshes...as in after it displays a mesh on screen, you want the function that takes it off-screen?Yo Achilles do you think you could find the function that removes meshes with that method. Really using dolphin to figure out what flags do brilliant. Although I dont know how you found that function.
I tried changing that as well and got nothing.Quick glances without actually testing the file. Not sure if I posted about this yet but the unknown structure in the texture struct operates similarly to the color node. The color node applies to all images tied to that image while the unk struct colors just 1 texture. That being said, the unk for this material is at 0x1d2ec. Grabbing the word at 0x10 in the struct we see FF 00 4C. Plug that into a rgba color picker and youd see thats red.