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Important Melee, Hacks, and You -- New Hackers Start Here, in the OP!

sc00p

Smash Cadet
Joined
Aug 21, 2014
Messages
27
Location
Arlington, Virginia
Does anybody know where the weird blue swoosh thing that follows fox and falco in their side b is and if you can change the color of it?
 
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Chris_Skorniak

Smash Apprentice
Joined
Nov 24, 2014
Messages
145
Location
Salem Oregon
NNID
hyperknux333
3DS FC
5301-0082-9828
I was able to put both Melee and 20XX on my wii but then i realized i had the original 1.0 version. I managed to make my melee iso have everything unlocked and tourney standards without a memory card but since i got the 1.02 version ISO i can not figure out how i did it? Any help? I can do 20XX on my wii i just need melee to have everything unlocked and tourney standards without a memory card and without using ocarina cheats. It can be done i just can not figure out how i did it originally.
 

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
I was able to put both Melee and 20XX on my wii but then i realized i had the original 1.0 version. I managed to make my melee iso have everything unlocked and tourney standards without a memory card but since i got the 1.02 version ISO i can not figure out how i did it? Any help? I can do 20XX on my wii i just need melee to have everything unlocked and tourney standards without a memory card and without using ocarina cheats. It can be done i just can not figure out how i did it originally.
So you're saying you want your 1.02 iso to have tournament settings and characters/stages unlocked? Just check out the dol mod topic thread.
 
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zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
I was able to put both Melee and 20XX on my wii but then i realized i had the original 1.0 version. I managed to make my melee iso have everything unlocked and tourney standards without a memory card but since i got the 1.02 version ISO i can not figure out how i did it? Any help? I can do 20XX on my wii i just need melee to have everything unlocked and tourney standards without a memory card and without using ocarina cheats. It can be done i just can not figure out how i did it originally.
If youre trying to have both 1.02 and 20XX they might override each other.
 

zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
No you can have any number of games, even with the same game ID, with SD/USB loading. At least with Dios Mios, I assume Nintendont too.
Yeah you can but in my experience they override each other unless you manually put them in different folders.
 

MagicScrumpy

Smash Journeyman
Joined
Feb 25, 2015
Messages
251
Location
Ann Arbor, Michigan
I -may- have found some nice stuff on data relocation (for extending and reducing the lengths of sub/action programs), but I don't want to say much yet because I'm not quite sure. Once I get a better idea of what's going on, I'll update.
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Update: Thread owner changed from @GodFed to @ DRGN DRGN upon request due to activity.
Thank you so much! This has been needing to happen for quite some time now. I’m excited about an updated main resource for all the newer guys to the forum and we’ve needed a place to condense/combine the new hacking tools and discoveries over the past few years.

@ DRGN DRGN ,
I went ahead and copied GodFed’s entire post into your new OP. I’m not sure if you wanted to piggyback off of his formatting or whatever, but feel free to just edit it or start from scratch.
 

Ripple

ᗣᗣᗣᗣ ᗧ·····•·····
Joined
Sep 4, 2006
Messages
9,633
I wanted to try my hand at hacking using dolphin finally. and nothing I do ever works or leads me in the right direction. its pretty depressing.

I tried making a character always on fire and I can't seem to do it
 

DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,179
Location
Sacramento, CA
Thank you so much! This has been needing to happen for quite some time now. I’m excited about an updated main resource for all the newer guys to the forum and we’ve needed a place to condense/combine the new hacking tools and discoveries over the past few years.

@ DRGN DRGN ,
I went ahead and copied GodFed’s entire post into your new OP. I’m not sure if you wanted to piggyback off of his formatting or whatever, but feel free to just edit it or start from scratch.
Cool. New OP is incomplete, but I'm working on it.
 

oksas

oak-sauce
Joined
Apr 12, 2011
Messages
458
I've got a quick question about animation swapping. so I swapped Captain Falcon's regular upsmash animation with his item throw up animation (which is essentially a really fast uppercut). the hitbox data for usmash is based on the length that upsmash lasts, which is much longer than this uppercut animation. it looks like when I do the uppercut, all the hitboxes do come out and they all terminate properly by the end of the animation, but I don't really understand how this works. the upsmash data has a bunch of timers in it that, with the regular animation, do things like make the first set of hitboxes come out, followed by a delay, and then the second set of hitboxes come out (with the second leg swing). I guess my question is just how does the game handle swapping a longer animation with a short one? do all the timers just get sped up to fit inside the animation duration?


also, is there a good way to know which character's bones correspond to what part of their body, or would I just need to compare to other hitboxes to figure that out?
 

mooki

Smash Apprentice
Joined
Apr 13, 2013
Messages
157
Location
Cali
Thank you so much for helping me test this.
So I used a _14 image just so I wouldn't have to mess with any palette data. I changed the image to a RGBA type _6 so it looks better since its not a compressed imaged.

Not as many artifacts in the background.



No what you're talking about is in the image header which I changed as well. This is in the texture header.
Not a problem at all.

Can I get one without whispy? That ominous face bothers me. Or possibly put the tree part back? Either one works. Thankies <3
Was there ever a version on this stage without whispy posted?
 
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oksas

oak-sauce
Joined
Apr 12, 2011
Messages
458
has anyone ever decoded the structure of the graphic effect subaction (not sure if that is indeed the right term) for characters? @ MagicScrumpy MagicScrumpy ?
 

DRGN

Technowizard
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Aug 20, 2005
Messages
2,179
Location
Sacramento, CA
OK. It's done. The new OP has been updated (finally)!


Man, that took a while. Hopefully I didn't overdo it on resources. I figured more is better, to some reasonable extent anyway.

Check it out. And let me know if you think a resource doesn't need to be there because it's redundant or outdated, or if you think there's something useful that's not there. In particular, there's probably at least redundant/unnecessary stuff in the audio section, so I wanted to ask others with experience in that area what they thought, since I haven't gotten into audio hacks yet. @ Achilles1515 Achilles1515 ? @ Doq Doq ?
 
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CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
OK. It's done. The new OP has been updated (finally)!


Man, that took a while. Hopefully I didn't overdo it on resources. I figured more is better, to some reasonable extent anyway.

Check it out. And let me know if you think a resource doesn't need to be there because it's redundant or outdated, or if you think there's something useful that's not there. In particular, there's probably at least redundant/unnecessary stuff in the audio section, so I wanted to ask others with experience in that area what they thought, since I haven't gotten into audio hacks yet. @ Achilles1515 Achilles1515 ? @ Doq Doq ?
Wow, that looks great.
 

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
@ DRGN DRGN In the OP, it says that the Spacies' lasers are combined, but they are actually separate. Also the images are broken for me (idk if that's just me). No they're fine now. I think Chrome glitched.

On another note, do you know of any place where the filesystem of isos is documented? I know it's known because of GCR, Melee Toolkit, and the likes. I'm looking to programmatically grab offsets and lengths of the files.
 
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oksas

oak-sauce
Joined
Apr 12, 2011
Messages
458
yeah the OP does look great. excellent job on that.

also, to answer my own question from a few posts up, I found some of the effects format information in the syntax thread by Itaru. there's a pretty good list of stuff in there thanks to Itaru and achilles, I imagine there's still more to be documented though. there also doesn't seem to be a list of SFX yet; not sure what would be the best way to go about documenting those. is there an easy way to test that in dolphin somehow, maybe?
 

DRGN

Technowizard
Moderator
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Aug 20, 2005
Messages
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Sacramento, CA
@ DRGN DRGN In the OP, it says that the Spacies' lasers are combined, but they are actually separate. Also the images are broken for me (idk if that's just me).

On another note, do you know of any place where the filesystem of isos is documented? I know it's known because of GCR, Melee Toolkit, and the likes. I'm looking to programmatically grab offsets and lengths of the files.
Thanks, I'll check that out and fix it later.

Also, great timing; I found a way to programmatically get those. I'm on my phone right now, but I'll post some stuff once I get home.
 

oksas

oak-sauce
Joined
Apr 12, 2011
Messages
458
Here you go.
Please tell me if it works, I'm too lazy to rebuild a whole ISO for it.

http://www.mediafire.com/download/0k455nnr4p31sad/No whispy.dat
I'm trying to put this in my iso but I'm having trouble with GCRebuilder. I reduced the size of MvOmake15.mth thinking I would need to do that because this dreamland is bigger than the default one, but even having done that, when I try to use GCRebuilder to replace default dreamland with this one, it tells me the file size is too large. do I have to rebuild the iso completely?
 

CeLL

Smash Lord
Joined
Jan 26, 2014
Messages
1,026
Location
Washington
I'm trying to put this in my iso but I'm having trouble with GCRebuilder. I reduced the size of MvOmake15.mth thinking I would need to do that because this dreamland is bigger than the default one, but even having done that, when I try to use GCRebuilder to replace default dreamland with this one, it tells me the file size is too large. do I have to rebuild the iso completely?
If I understand correctly all you have to do from a vanilla iso is just export it, replace GrOp.dat, and rebuild it.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
OK. It's done. The new OP has been updated (finally)!


Man, that took a while. Hopefully I didn't overdo it on resources. I figured more is better, to some reasonable extent anyway.

Check it out. And let me know if you think a resource doesn't need to be there because it's redundant or outdated, or if you think there's something useful that's not there. In particular, there's probably at least redundant/unnecessary stuff in the audio section, so I wanted to ask others with experience in that area what they thought, since I haven't gotten into audio hacks yet. @ Achilles1515 Achilles1515 ? @ Doq Doq ?
Bravo, DRGN. The OP looks phenomenal! I knew you were the man for the job. This will be great for Melee hacking newcomers.

Woohoo!
I'm trying to put this in my iso but I'm having trouble with GCRebuilder. I reduced the size of MvOmake15.mth thinking I would need to do that because this dreamland is bigger than the default one, but even having done that, when I try to use GCRebuilder to replace default dreamland with this one, it tells me the file size is too large. do I have to rebuild the iso completely?
Yes, you'll need to rebuild the entire ISO.
@ DRGN DRGN In the OP, it says that the Spacies' lasers are combined, but they are actually separate. Also the images are broken for me (idk if that's just me). No they're fine now. I think Chrome glitched.

On another note, do you know of any place where the filesystem of isos is documented? I know it's known because of GCR, Melee Toolkit, and the likes. I'm looking to programmatically grab offsets and lengths of the files.
I would assume all that info is in the .TOC (table of contents) file, but I've never specifically looked at it myself.
 
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DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,179
Location
Sacramento, CA
3ba48000+ 283b6 164790 P-GALE/files/TyTeresa.dat
3ba78000+ 7ed7 32471 P-GALE/files/TyThnder.dat
3ba80000+ 12cbe 76990 P-GALE/files/TyTogepy.dat
3ba98000+ b4d3 46291 P-GALE/files/TyToppi.dat
3baa8000+ b341 45889 P-GALE/files/TyTosaki.dat
3bab8000+ 2d1c 11548 P-GALE/files/TyTosanz.dat
3bac0000+ 3874 14452 P-GALE/files/TyTotake.dat
3bac8000+ 6977 26999 P-GALE/files/TyTwinkl.dat
3bad0000+ 357b 13691 P-GALE/files/TyUfo.dat
3bad8000+ 35e57 220759 P-GALE/files/TyUKnown.dat
3bb10000+ 9960 39264 P-GALE/files/TyUsahat.dat
3bb20000+ 1d7d7 120791 P-GALE/files/TyUsokie.dat
3bb40000+ 383f1 230385 P-GALE/files/TyVirus.dat
3bb80000+ 95b57 613207 P-GALE/files/TyWalugi.dat
3bc18000+ 1d1b4 119220 P-GALE/files/TyWanino.dat
3bc38000+ 5a611 370193 P-GALE/files/TyWario.dat
3bc98000+ 106eb4 1076916 P-GALE/files/TyWaveRc.dat
3bda0000+ 29b82 170882 P-GALE/files/TyWdldee.dat
3bdd0000+ 22b3e 142142 P-GALE/files/TyWolfen.dat
3bdf8000+ 297c 10620 P-GALE/files/TyWpStar.dat
3be00000+ e4c5 58565 P-GALE/files/TyWtBear.dat
3be10000+ 410a4 266404 P-GALE/files/TyWtCat.dat
3be58000+ 106eb4 1076916 P-GALE/files/TyWvRcUs.dat
3bf60000+ 29f46 171846 P-GALE/files/TyWwoods.dat
3bf90000+ 61609 398857 P-GALE/files/TyYoshi.dat
3bff8000+ 44c9e 281758 P-GALE/files/TyYoshiR.dat
3c040000+ 43235 274997 P-GALE/files/TyYoshR2.dat
3c088000+ 60f1d 397085 P-GALE/files/TyZelda.dat
3c0f0000+ 6aed6 437974 P-GALE/files/TyZeldaR.dat
3c160000+ 3efe7 258023 P-GALE/files/TyZeldR2.dat
3c1a0000+ 12c4c 76876 P-GALE/files/TyZeniga.dat
3c1b8000+ ff4f 65359 P-GALE/files/TyZkMen.dat
3c1c8000+ 1f598 128408 P-GALE/files/TyZkPair.dat
3c1e8000+ fda1 64929 P-GALE/files/TyZkWmen.dat
460000+ 0 0 P-GALE/files/usa.ini
49d88000+ 80a0 32928 P-GALE/files/Vi0102.dat
49d98000+ a564 42340 P-GALE/files/Vi0401.dat
49da8000+ 1b304 111364 P-GALE/files/Vi0402.dat
49dc8000+ 13bcc 80844 P-GALE/files/Vi0501.dat
49de0000+ ebc 3772 P-GALE/files/Vi0502.dat
49de8000+ 30030 196656 P-GALE/files/Vi0601.dat
49e20000+ 1774 6004 P-GALE/files/Vi0801.dat
49e28000+ 8444 33860 P-GALE/files/Vi1101.dat
49e38000+ 6ca 1738 P-GALE/files/Vi1201v1.dat
49e40000+ 56a39 354873 P-GALE/files/Vi1201v2.dat
49e98000+ 610 1552 P-GALE/files/Vi1202.dat
0 74 116 P-GALE/setup.bat
0 65 101 P-GALE/setup.sh
0 df 223 P-GALE/setup.txt
- - N=5 P-GALE/sys/
2440+ 1c2f4 115444 P-GALE/sys/apploader.img
440+ 2000 8192 P-GALE/sys/bi2.bin
0+ 440 1088 P-GALE/sys/boot.bin
456e00+ 1d4a4 119972 P-GALE/sys/fst.bin
1e800+ 4385e0 4425184 P-GALE/sys/main.dol
@ CeLL CeLL

Thread.

@ Doq Doq I know you were interested in this as well.

Bravo, DRGN. The OP looks phenomenal! I knew you were the man for the job. This will be great for Melee hacking newcomers.

Woohoo!
Thanks. :)
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
FYI

Requirements for spot dodging:
1) Joystick Y-axis must be below -0.70. (0xa2f4)
2) Joystick Y-axis cardinal change must have occurred in the last 4 frames. (0xa2f8)

Requirements for shield dropping:
1) Joystick Y-axis must be below -0.66. (0xa444, value gets negated)
2) Joystick Y-axis cardinal change must have occurred in the last 6 frames. (0xa448)

Shield dropping is the last sub-interrupt check within the shielding interrupt function. So rolling, spot dodging, etc. all get checked to execute before shield dropping.

= offsets of limit values in PlCo.dat

Shield Drop Enabled on Every Ground Type
0409A0F4 60000000

Lol. What an awesome code.

@Kadano , @mr. sport
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Uhhhhh okay. I had a spark of brilliance at lunch.

I took a compiled ISO and manually edited it and added a 10mb song at the end. I changed the pointer for Final Destination's music to point to this new location of data, started it up in Dolphin, went to FD, and sure enough Slam Jam starts playing.

Holy **** I need to test this on console.

Tldr: Larger ISOs????

Does GCR always compile an ISO to the "max" size?
 
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DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,179
Location
Sacramento, CA
Uhhhhh okay. I had a spark of brilliance at lunch.

I took a compiled ISO and manually edited it and added a 10mb song at the end. I changed the pointer for Final Destination's music to point to this new location of data, started it up in Dolphin, went to FD, and sure enough Slam Jam starts playing.

Holy **** I need to test this on console.

Tldr: Larger ISOs????

Does GCR always compile an ISO to the "max" size?
Ha! Nice. I've been wondering if that's possible, but never tested it. Though I assumed you'd have to shave off space elsewhere. I'm also thinking, why couldn't the same thing be done in the middle of the ISO? I'm just curious. I don't see why we couldn't add whatever files we want this way (or programmatically) between any two files. I'm not actually sure how this differs from Sham Rock's method, since I haven't read all of his notes or tried it myself. So I don't know what he changed besides adding the files (excluding the extra code to handle/point-to the additions). e.g. I don't know exactly what he did with the toc file or if it's even necessary. But I read somewhere else that it's only a list of what files to include in the ISO when it's built. I could be wrong, but I'm thinking it probably doesn't even contain file offsets, and GCR just adds the files one-after-another. Which is why GCR is able to rebuild an ISO without the toc. I guess we don't ever need to do anything with that file.

Anyway, even if for nothing else, just think of what you could do with 10mb of space for ASM code! Or we could use some of the space to make more of the textures in the game higher res.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Ha! Nice. I've been wondering if that's possible, but never tested it. Though I assumed you'd have to shave off space elsewhere. I'm also thinking, why couldn't the same thing be done in the middle of the ISO? I'm just curious. I don't see why we couldn't add whatever files we want this way (or programmatically) between any two files. I'm not actually sure how this differs from Sham Rock's method, since I haven't read all of his notes or tried it myself. So I don't know what he changed besides adding the files (excluding the extra code to handle/point-to the additions). e.g. I don't know exactly what he did with the toc file or if it's even necessary. But I read somewhere else that it's only a list of what files to include in the ISO when it's built. I could be wrong, but I'm thinking it probably doesn't even contain file offsets, and GCR just adds the files one-after-another. Which is why GCR is able to rebuild an ISO without the toc. I guess we don't ever need to do anything with that file.

Anyway, even if for nothing else, just think of what you could do with 10mb of space for ASM code! Or we could use some of the space to make more of the textures in the game higher res.
You definitely need the table of contents. It’s what tells the game where file offset starts are within the ISO.

Aside from Sham Rock’s custom file loading code, all he figured out how to do is tell GCR to make it’s own TOC instead of using the TOC in a root folder that you load up. But no one knew how to do this, so it’s a huge discovery. By telling it to make its own, it then constructs the custom TOC based on every file that is within the root folder, meaning you can add your own files.

So during my lunch break, I got curious and took a look at the TOC. It’s just a series of pointers and then a string table at the bottom. The string table contains the names of every file within the ISO. Then a block of 0xC in length at the top corresponds to each string (or basically…file).

0x00 = string offset (in the string table or list of file names)
0x04 = offset in the ISO (if you open the entire ISO up in a hex editor)
0x08 = length of the file

This is how the game differentiates “files” within it’s chunk of data. So I know you were interested in overwriting files within an ISO – all you would need to do is parse the TOC and find the start of the offset for each filename. Then just copy and paste the contents of a new file at this location. Simple.

Side idea as I’m writing this: Ah! So this is probably how ISO “scrubbers” work. It takes the offsets of each file in the ISO, deletes the space in between them, then scrunches all their data together. Then just adjusts the pointer in the TOC for each file name to the new location!

And now the ISO rebuilding process makes sense as well.

So I first had to test what the limiting factor is with the “default” ISO size of 1.35gb. Is it just GCR? I opened up the ISO in a hex editor, copied the entire thing, then pasted it at the end of the file, doubling it’s size. So I had a Melee ISO 2.7gb in size. Booted it up in Dolphin and it worked just fine. Okay….good news.

“GCR won’t let me go over the size limit, but what if I just manually did it.” So then I took the contents of an HPS file and pasted it at the end of a regular ISO. Then I went into the location of the TOC within the huge ISO file and changed the “offset within the ISO file” to the very end. Changed the “file size” as well. Booted it up, and it played the custom music!

Since I booted a 2.7gb ISO, I assume I could just change pointers in the TOC location to point to anywhere in that entire location. So who knows how big we could go….

If we start extending the ISO size past the default limits, I believe this breaks GCR. This is where you and Cell may come in handy…hehe.

Other info:

ISO.hdr is the first info in the ISO file.
0x0424 = offset of the TOC.dat within the ISO
0x0428 = size of TOC
0x042c = maximum size of TOC (usually the same as the size)

the TOC is called the FST in the "Yet Another Gamecube Documentation" site.

I really need to test it on console though…my gut feeling tells me Dios Mios has an ISO limit too which would suck…but we’ll see. The flexibility of Dolphin might just be getting my hopes up. So much to research and test.
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
UPDATE: Dios Mios Booter booted the 2.7gb ISO and also played the custom song I added the end of the original ISO! Looks like we're in the clear boys!

(but CFG loader didn't recognize the ISO...)
 
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