The PikMan
Smash Cadet
- Joined
- Dec 12, 2013
- Messages
- 37
Sorry, should've clarified. I want to edit the pictures on the CSS. Kinda like the "pixel" or "pro" CSSs are
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Sorry, should've clarified. I want to edit the pictures on the CSS. Kinda like the "pixel" or "pro" CSSs are
I made one a while back for my own use but I didn't upload it. All you really need to do is replace the how to play video with something small like Falcon's Winning video freeing up space for the ISO, then replace all music files with the swm_15min file or what ever it's called and you'll be able to use that as the base for all music hacking.someone told me that there was an ISO floating around where all the HPS files were 14 minutes or something along those lines (to allow for bigger hps files) is that true and if so may I have a link if anyone knows where it is that is
First open up your .ISO/.GCM by going to File > Open GC-Iso, after your ISO opens click the + on the right side, this will display all of the contents inside of your ISO. Find the file you want to replace (for example Falcon's Blue Skin PlFaBu.dat) and right click it, then click Replace File, find the file you want and select it.how do i use GC tool? i have textures but no idea how to use GC tool to add them? please help
Does anyone have anything for me? I read about 50 or so pages on this thread and saw some stuff on vertex editing but nothing I could really do to get what I wanted done...How would I go about doing something like removing Fox's helmet gear or making his eyes remain closed for a texture even when they should be open?
You're about at the same position as I am on this. I'd love to be able to remove falcon's helmet or give him Fox's Jacket but I really don't know anything about modeling or what it would entail.Does anyone have anything for me? I read about 50 or so pages on this thread and saw some stuff on vertex editing but nothing I could really do to get what I wanted done...
Thanks a metric ton I got it all workingI made one a while back for my own use but I didn't upload it. All you really need to do is replace the how to play video with something small like Falcon's Winning video freeing up space for the ISO, then replace all music files with the swm_15min file or what ever it's called and you'll be able to use that as the base for all music hacking.
Also just a heads up you're not actually allowed to ask for a whole ISO as it's against the rules to distribute it.
First open up your .ISO/.GCM by going to File > Open GC-Iso, after your ISO opens click the + on the right side, this will display all of the contents inside of your ISO. Find the file you want to replace (for example Falcon's Blue Skin PlFaBu.dat) and right click it, then click Replace File, find the file you want and select it.
Boom! You've replaced a file in your iso! GC-Tool is great for replacing files one at a time but if you want to add/change lots of files at once you should use GC-Rebuilder as it lets you compile an entire folder into an ISO at once allowing for bulk importing.
@ Smokey Huntz @ TerryJ
For the record, I'm not sure if this has been mentioned/practiced extensively already or if either of you care about doing this, but when you make or DL custom hps files, as long as you do it the non-manual loop way where you figure out the loop points for whatever track you're putting in and edit the relevant addresses in the hps file, you can and should delete the remaining blocks which aren't read anyway after the loop point you set. So if you set a loop point at whatever block that corresponds to the end of the song where you want it to loop, just go the the next block after that and delete the remainder, or at least delete all silence at the end of the file i.e. the portion of the 14 minute hps which you haven't actually used up with your track.
That way you won't have a 14 minute audio file for every stage but one with whatever length relevant to the song you've made for each one you replace, and you should have more than enough space to replace every single track possible if you wanted to. If you only want to stick in a couple of songs this isn't worth the trouble, but if like me your eventual goal is to have a fully custom set of stage music files (possibly keeping some regular ingame music as desired) and then to use random stage music to shuffle it, this kind of thing might be necessary if space runs low.
It's on the OP of GSUB's SIMPLE Step-By-Step Music Hacking Guide for the Masses! thread, but I'll quote it here for you.Yeah I figured this out a lil bit before you posted it lol.
Also does anyone have a list of the stage names and their corresponding HPS files (I can't find battle field is why I ask)
[collapse=Show Stages]Rainbow Cruise | rcruise.hps
Jungle Japes | kongo.hps
Great Bay | greatbay.hps (song must be 45.8 secs or less here)
Brinstar | zebes.hps
Yoshi's Story | ystory.hps
Yoshi's Island | yorster.hps
Fountain of Dreams | izumi.hps
Green Greens | greens.hps
Corneria | corneria.hps
Pokemon Stadium | pstadium.hps
Poke Floats | purs.hps
Mute City | mutecity.hps
Kongo Jungle 64 | old_dk.hps
Dream Land 64 | old_kb.hps
Battlefield | sp_zako.hps
Battlefield Alternate | hyaku.hps
Final Destination | sp_end.hps
Final Destination Alternate | hyaku2.hps
Menu 1 | menu01.hps
Menu 2/Menu Alternate | menu3.hps[/collapse]
It's on the OP of GSUB's SIMPLE Step-By-Step Music Hacking Guide for the Masses! thread, but I'll quote it here for you.
No problem mate. I browse the Melee workshop a lawt so I've got some kind of idea where most the information on something is located. I'm happy to help anyone get started on hacking the game more.Thank you I shouldn'ta been lazy and looked for it so I appreciate you doing it for me
Just spitballin here, but I would download the Master Hand program found somewhere in this forum (search for it). And then you should be able to open Mewtwo's move data and it will show the hexadecimal somewhere on that Master Hand page. Then copy those hex values and search for them in Mewtwo's dat file.I'm having a hard time finding MewTwo's hitbox data. I only found his D-Air. How am I supposed to find the other move's data?
How do I add transparency to the corners in the CSS icons? I get palette errors every time I try the magenta method. Would you please provide the link to the guide you used?I'm working on a CSS right now with a bunch of new icons and I'm at the point (I think) to use TexConv, but I'm stuck. Does anyone know if there is a way and if there is a guide I can use to put all this CSS stuff into MnSlChr.usd? I keep getting errors in TextConv.
Some examples of the CSS icons I've been working on. All of them are done below.
Another thingy. Does anyone know how to change the background color of the CSS? I can't seem to figure out how to change that.
Edit: Found a tutorial and I think I noticed where I messed up. I moved all my icons to a new folder set and ran TexConv and now I know that none of my TGAs have palettes. Welp, time to fix that if I can figure it out.
Here's a link to what I have now: https://mega.co.nz/#!9A8nGBDZ!j_d6jmS5xcFVYU23M6wxPzv2Lsta6VnMqHQ1ltkh6xs
I didn't use a guide really, I just went partially off an existing CSS and my knowledge of Photoshop (for once, school is helping me in life jkjk)How do I add transparency to the corners in the CSS icons? I get palette errors every time I try the magenta method. Would you please provide the link to the guide you used?
How do I add transparency to them?
That spreadsheet(s) is amazing and something that IE, Massive, I, and some others have been contributing to. I use it everyday.So, I found this file for SSBMO Addresses. But apparently these are not the same as vanilla Melee? (For example the value I have for P2 damage is 80cb18d0, but that spreadsheet lists it as 0x453F70. Also, why else would they not simply name it SSBM Addresses.)
Is there a list of addresses like this for vanilla Melee somewhere? Sorry if this common knowledge and I am just missing it. Basically, I still want to find the memory addresses for the camera, so I can immediately set it to where I want. X and Z values are most important, followed by Y and vertical roll. I actually have a method that works, but doing it via memory addresses would save a lot of time. Thank you if you're able to help.
WARNING:Ahh, OK. That makes sense. I knew that damage was stored as a decimal and then rounded before being displayed, but for some reason I didn't think about the fact that the result of the calculation would also still be stored before being displayed. Lol derp.
And thanks for the rest. I'll play with it when I get home.
Sorry, I've got nothing. The text might be in the SdMain file or whatever that one is with menu text that Jorgasms was editing.I could use some help to finally finish my last project and give all the pal players without the ability to play 20XX (many, many TV´s don´t support the NTSC video standard over here) a nice alternative. Or at least distract them form the emptiness inside from being unable to play it.
I need to change the flag-icons and the texts in the language options menu, anybody got any usefull information on that?