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

c/c++

Smash Rookie
Joined
Apr 23, 2016
Messages
12
Does anyone have the contact info for Gpsgek (the creator of GC-Tool). I'm trying to update his software but I'm having trouble contacting him. His email listed on his web page (http://www.gctool.net/) is not in service anymore. Any help is greatly appreciated!
 

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
Does anyone have the contact info for Gpsgek (the creator of GC-Tool). I'm trying to update his software but I'm having trouble contacting him. His email listed on his web page (http://www.gctool.net/) is not in service anymore. Any help is greatly appreciated!
Dude, that's a geocaching tool, not Gamecube. GC-Tool was made by PARADOX.
 

Slykan

Smash Rookie
Joined
May 8, 2016
Messages
2
Being new to this, is there any way to extract and edit the animation going on behind the character select screen? Like everything behind the portraits, back button, etc?

On that note is it possible to hide everything on the css using codes/edits?
 
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Absolome

Smash Cadet
Joined
Jan 3, 2014
Messages
68
Location
Asheville, NC
What do you mean by hide everything?

I'd imagine the character portraits and their frame would be extreme awkward to edit out, you might be able to find something by stepping through assembly code while on the CSS screen w/ dolphin and BLR/NOP testing unknown symbols to get a rough idea of what they do
 

Slykan

Smash Rookie
Joined
May 8, 2016
Messages
2
pretty much what you said, I guess making the texture for the css and frames transparent would not help?
 

Punkline

Dr. Frankenstack
Joined
May 15, 2015
Messages
423
On that note is it possible to hide everything on the css using codes/edits?
I made a code a while back that gets rid of “textures” for moves while hitboxes are being displayed by intercepting a call to a function labeled as “textureInitialization.” I remember noting that these calls were also commonly made when initializing menu textures.

I took a quick look and these 2 calls might interest you:



You may replace these lines with nops to skip the calls that load the texture. I've never tried it, but you might also be able to fiddle with the calling arguments for interesting results. It looks like they may create pointers to a specific texture.

The first texture is the CSS background. If you skip it, the background loads in completely blank.

The second texture seems to be the entire CSS panel. If you skip it, the foreground texture is blank, but still usable.
 

Proverbs

Smash Lord
Joined
Feb 21, 2008
Messages
1,698
Location
Seattle, WA
Hey guys! Anyone been able to figure out audio editing on a Mac computer? I'm using mine now and can get the .exe files to run on Wine, but can't use Terminal to open ssmex (for some reason I can't get cmd.exe to open with Wine :/) Any thoughts?

I'm trying to replace some of Falcon's audio (mostly his B moves) with vocals from Freddie Mercury. So, as you can tell, this is very important science.

Alternatively, if anyone wants to help me do this, I can supply the audio files of Freddie vocalizing trimmed and everything, but I would like to learn for myself too!
 
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Sefthuko

Smash Rookie
Joined
Mar 18, 2015
Messages
15
Location
Vancouver, BC
Does anyone know how to modify the training menu text? http://imgur.com/Uj4Frtc
I've tried using Jorgasms menu text guide (http://smashboards.com/threads/changing-menu-text.368452) and searching through melee's .usd files and it hasn't worked. I also tried dumping all textures, and it only works for the training mode headers not the actual text options. For example, Item is one texture while Food is three textures (F,o,d). My goal is to change the speed header and options to a selection of options other than numbers.
 
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SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
Just modified the spreadsheet to use the in-game offsets for character data. They're no longer the +0x60 values we were using, folks.
 

Masondeanm

Smash Cadet
Joined
Mar 29, 2015
Messages
64
So I'm trying to begin my Melee hacking journey and I've already run into something I can't figure out. I'm watching Dan Salvato's first Wii game modding video. When I try to launch Melee in the debug version of Dolphin I get:

(error: LR=0)
invalid callstack

before the game does anything (it's just a black screen). This exact ISO plays just find when I'm not in debug mode. Google didn't turn up anything so I'm posting here hoping someone knows, thanks.

Edit: it looks like I can just hit play and it will get past the error, although I'm not sure if things are working right, I see a lot of "unknown"s.
 
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Masondeanm

Smash Cadet
Joined
Mar 29, 2015
Messages
64
disable cheats
I'd had them disabled the whole time. The problem I'm having now is when I go to the addresses he's talking about, they're not representing the same things. For example, apparently 80cb18d0 is supposed to be player 2's damage. Well, when I go there, that's not the case.
 
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flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
to be able to cheat search, you need the Cheats at "ON". With that, disable all codes of Melee to remove any interference. Also, make sure you have the version 1.2 of the game, not another version
 

Masondeanm

Smash Cadet
Joined
Mar 29, 2015
Messages
64
to be able to cheat search, you need the Cheats at "ON". With that, disable all codes of Melee to remove any interference. Also, make sure you have the version 1.2 of the game, not another version
Yeah I had figured that out, my problem is my search results just aren't narrowing to any displayable degree. The only displayable thing I've found was searching for things less than 0, but trying to do the stocks thing like he does in the video---even going from 99 to 98 to 97 etc.---doesn't even get me below 100,000.

p.s. I'm NOT hitting new scan instead of next scan.
 
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_yuna

Smash Apprentice
Joined
Feb 11, 2014
Messages
97
Location
Fox
Would anyone here happen to know where the player colors are located? Like the CSP color of port 1 and the color of the P1 on the cursor/hand on the css? And while I'm at it the color of the backgrounds for the tiny character windows are defined by hex right? Would be nice to know where that is as well if anyone knows.

If there's a thread for menu color stuff in general I wouldn't be against being pointed thataway cause I've been looking for offsets and stuff for a while now.

Also I have been working on a FFX inspired cursor edit. Importing them has them with a greyish tint. Is there a way to make them display in RGB? Or are the cursor's color defined by some function(?) in MnSlChr.usd? Sorry if what I'm writing doesn't make too much sense. Don't know the terminology sadly. Here's a picture:
 

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
Just added a few things to the Stage Data offsets portion of the spreadsheet and clarified what "Yakumono" means, so that people know why it's non-static objects. (It means "atypical components.")
 

zankyou

Smash Lord
Joined
Sep 12, 2014
Messages
1,055
Just added a few things to the Stage Data offsets portion of the spreadsheet and clarified what "Yakumono" means, so that people know why it's non-static objects. (It means "atypical components.")
Which spreadsheet? The ssbmo or stage protocol one.
 

Sycorax

Smash Ace
Joined
Jul 7, 2014
Messages
502
Location
Atlanta, GA
@schmooblidon @Gentlefox
Reports about the Melee Calculator say the knockback formula is incorrect when attacks are staled. I just looked at the game code - the regular knockback formula is as follows:

Knockback[regular] = {(0.01 * knockback growth) * {{1.4 * {{{0.05 * {attack damage unstaled * [attack damage staled + floor(current damage)]}} + [attack damage staled + floor(current damage)] * 0.1} * {2.0 - [2.0 * (weight * 0.01)] / [1.0 + (weight * 0.01)]}}} + 18} + base knockback} * VicimDefenseRatio * AttackerOffenseRatio * GlobalDamageRatio

If Knockback > 2500, then Knockback = 2500.

Other multipliers (crouch canceling, smash attack charging, etc) are applied later in a separate function.
Do you have any information on what VicimDefenseRatio, AttackerOffenseRatio, and GlobalDamageRatio are? I assume they have something to do with handicap and the damage ratio settings. Is that true? Does anything else affect them?
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Do you have any information on what VicimDefenseRatio, AttackerOffenseRatio, and GlobalDamageRatio are? I assume they have something to do with handicap and the damage ratio settings. Is that true? Does anything else affect them?
Global Damage Ratio is what you can change in the menus, similarly to setting Team Attack ON. Defense/offense ratios are modified in the Handicap system and for certain 1P modes. For regular VS matches, these are all 1.00.
 
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tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
Well I decided to try and brute force animations to get some information. I got some general regions. I didn't include the information on animations I already found before, so below the unknown table is not included. I know this isn't definitive but knowing this information could help to figure out the format of it.
This is a breakdown of Captain Falcon's first Jab.
Captain Falcon Jab1
Entire important thing 0x43A48-449EB:
11001600 00000000 11001600 00000000 52454A01 9348027A 6E03D562 09965207 454A0000 0360E101 44C9CE0C E702A8CE 73FE03D8 CCC30109 F2D32105 0760E18E 02000000 03ACF401 44C5F306 1D023520 3D16035F 2B51FB09 18042AF9 07ACF488 FE000000 037F3401 448F39C1 00018737 32FA0153 225AFD03 53227A00 107F344D 00000000 033EC401 44EAE34E 23018DE7 B7FB01A0 DF0AFC03 A0DF1FFD 103EC42D FE000000 03ACD601 4498F034 0D0114F1 1DFF01D1 EE70FF03 D1EEBBFE 10ACD632 FF000000 11C90116 C9010000 11AE2C16 AE2C0000 11001600 00000000 11D5F416 D5F40000 11BFC816 BFC80000 11DA3916 DA390000 1154F716 54F70000 14A2FF64 D40106D4 64D40105 69FF046E D369FF01 051E0E04 8CE11E0E 06051302 1490E552 010DA2FF 05010000 14CEE4B9 EC0186D1 B9EC0805 88FE149C D13EFF0D CEE46A02 00000000 14F9C29E 340197F7 9E340305 FEFC04E3 E65FFE12 05810104 F9C27DFE 00000000 143B4DEB 1D01276B EB1D0905 CA0514D9 6EBAFE0C 3B4DA2FD 00000000 11001600 00000000 11001600 00000000 14D160BD 400B0103 55B5BE40 81FB0E05 10FD14AC 3EBC4063 0005D160 BD403300 00000000 14B5E33D 2401F207 3D240105 3F080431 103F0806 0514F614 ABFEFBFD 0EB5E3F6 FE000000 1418ED39 12022509 D4090705 5CFA14E1 FD16FE0D 18ED77FF 00000000 23000300 13000000 13000300 13040000 00000000 13000003 E2EA1304 00000AD7 233C0000 1429D4C8 F501F0C9 C8F50505 0F0C04E7 E38CFF10 0584FE04 29D4E2FF 00000000 14E61893 05020544 FC0F0A05 9EFA1494 19BCFE0A E6186C00 00000000 142FD2D4 280104FB D4280105 6E110471 0C6E1101 0577EB04 E8F777EB 130540FB 042FD2F0 FE000000 141B508E 0D01AA5D 8E0D0405 A4F704C3 497AFF0F 05A50014 C451C5FE 021B5070 FF000000 11001600 00000000 11001600 00000000 148B07E2 F3016EFB E2F31305 9401141B 06FC0002 8B078D00 00000000 1490EF76 16010606 76160105 A1F404A8 FAA1F409 05C80214 B8015CFE 0B90EF08 FF000000 14163809 F802880F B1F30905 0F0C1486 3893FF0B 16388900 00000000 13000003 55161304 00005C3F 2DBC0000 13000003 04FE1304 0000B662 763A0000 135DEF03 5FDD1304 5DEF1701 00000000 14C3E76C 11021DFE ED040C05 5501140A F0C0FE08 C3E783FF 00000000 14580235 2E018D30 352E0105 52F004DF 2052F001 05FBC704 DBE8FBC7 0B0555FA 147BF146 02085802 7E000000 14EF47C8 E9017E1B C8E90105 1BFF04B3 191BFF01 05C61704 4049C617 1305C301 04EF474D FF000000 249DF577 070909FC 66FF0D9D F5CBFF00 140101CD 1301CF14 CD130105 48F90416 0E48F901 05FEE704 15F6FEE7 120592FD 14CA006B 00010101 36000000 14D41E7B F602030B 9EFF0605 300A1405 2351000E D41EB4FF 00000000 1396EF02 7FED1404 96EFE9BD 7B3A0000 13D18DBE BE02CC20 B2BE1404 D18DBEBE 6B1E3BBA 00000000 1307EE02 F4F31404 07EEA782 32BB0000 13507756 BD03303F 5FBC1304 507756BD BDD899BA 00000000 13EA0403 5E221304 EA04D07C E4BB0000 13507756 BD0383AF A6BD1304 507756BD 959A663A 00000000 14BF2011 1301D033 11130105 E0FA04B0 2EE0FA01 05CD3804 7E67CD38 0205B6FE 14A66A75 04011E6F 78040105 3EFA045B 693EFA01 052CEF04 87582CEF 0205B7F9 043052F4 FF0A056C 0004396A 61050105 F6090430 74F60901 05171104 47851711 00000000 14022F53 F7015526 53F70105 24030479 29240301 05623504 DB5E6235 03051B03 04216234 FE0205F6 F4040E50 F7F80E05 F6FE0485 35B9FF00 14C1F781 41014239 81410105 ADF604EE 2FADF601 05271F04 164F271F 030536FE 04F74B97 FD0205CC F3046335 A1F50A05 0A00041B 39490303 05230404 834C9809 0105C50F 04485CC5 0F000000 1496B449 0102D3B8 F3020105 80290454 E2802901 05E00704 34EAE007 0205DDFD 0483DF73 F7020549 F004E1C1 16F20705 C1FA0498 B3E6FE07 054FFF04 96B47600 00000000 11001600 00000000 11001600 00000000 033FD703 24A7F9AC 0A0345F7 61FC103F D7DEFD00 03360603 2433FE80 FD1CBC03 88028712 D83B1036 06312FFB 3A000000 0343C403 242FFEC7 0803EFF8 F4FC1043 C43FFE00 11001600 00000000 11C65316 C6530000 115C5916 5C590000 11001600 00000000 11205716 20570000 115C5916 5C590000 11001600 00000000 11985B16 985B0000 115C5916 5C590000 11001600 00000000 11F25E16 F25E0000 115C5916 5C590000 1101E016 01E00000 11001600 00000000 115C5916 5C590000 11822116 82210000 11001600 00000000 11001600 00000000 115C5916 5C590000 0327C801 34EEE1CE 10016FF1 5ADA011D C4F0FD13 27C81F00 00000000 036F3D01 349FEC81 EA014D06 332901D8 39600113 6F3D0D00 00000000 0309C701 3440041F 0F01E3FC 11DF01AA C1A8FE13 09C71400 00000000 11001600 00000000 11001600 00000000 11001600 00000000 11801680 00000000 11001600 00000000 11001600 00000000 11001600 00000000 11001600 00000000 1189FB16 89FB0000 116DE716 6DE70000 11DF1116 DF110000 13600803 93DA1304 60088D05 00000000 236BFA03 EBE5136B FA000000 133FEF03 BF061304 3FEF9954 36BC0000 14AA1A08 2801B342 08280305 7DFC042D 31F4F90A 051FFF04 063166FF 0205F8FF 04833484 0301051E 1204A146 1E120105 7E220420 697E2201 05530D04 7376530D 0305B604 04327FAA 01000000 148DE9E5 D7017FD5 E5D70105 33F60499 D033F604 056EFF14 F3CFA801 0836E06F 050505BF 041406E5 DAFE0330 E4E4FF00 1423EBFC E401A1DD FCE40205 89FB0401 D838F90C 058BFF04 4ADC1F01 0105B4FD 0423DBB4 FD010539 EF04C0D2 39EF0105 D1DE0428 C2D1DE01 05D7F304 13BCD7F3 030543FC 04DFB8ED FE000000 1406CD8A ED01CBC3 8AED0105 3A0204E8 C43A0203 05E91004 D5D53103 0D0585FF 048BC665 0204055D 030406CD 71020000 11001600 00000000 11001600 00000000 03C94A01 34F33719 FB02113C 560603A5 57C60010 C94A93FF 00000000 03B30401 34A20A66 56CABC02 F6FF24A2 36BD035E FC8E957F 3B10B304 E53B8E3B 00000000 03C9CF01 34EEED45 010299D3 9BFB03F4 D7CDFF10 C9CFBBFF 00000000 11001600 00000000 111DD616 1DD60000 1152D316 52D30000 11001600 00000000 1129D416 29D40000 1152D316 52D30000 11001600 00000000 117CD216 7CD20000 1152D316 52D30000 11001600 00000000 1187D016 87D00000 1152D316 52D30000 112E162E 00000000 11001600 00000000 11BDCD16 BDCD0000 11526716 52670000 11571616 57160000 1152D316 52D30000 116BFA16 6BFA0000 11B36F16 B36F0000 00050000 07888800 00000000 00050000 07888800 00000008 00050000 02888800 00000010 00130000 054F5000 00000018 001E0000 062C2E00 0000002C 001E0000 072D2E00 0000004C 001E0000 014F2E00 0000006C 001E0000 022D2E00 0000008C 001E0000 032E2E00 000000AC 00070000 074F8800 000000CC 00070000 014F8800 000000D4 00050000 02668800 000000DC 00070000 032E8800 000000E4 00070000 052D8800 000000EC 00070000 064F8800 000000F4 00070000 072E8800 000000FC 002B0000 032D2D00 00000104 00190000 022E2E00 00000130 001D0000 012E2E00 0000014C 00190000 034E2E00 0000016C 00050000 02888800 00000188 00050000 01888861 00000190 00210000 03002E00 00000198 00220000 022E2E61 000001BC 00190000 012E2E61 000001E0 00070000 01878861 000001FC 00090000 02666661 00000204 000F0000 032E0061 00000210 001D0000 032E2E5F 00000220 00190000 024F2E5F 00000240 00260000 012E2E5F 0000025C 00220000 034E2E5F 00000284 00050000 0288885F 000002A8 00050000 0188885F 000002B0 00190000 032E2E61 000002B8 00220000 022E2E61 000002D4 00190000 014F2E61 000002F8 000F0000 012E0061 00000314 000F0000 022E0061 00000324 000D0000 032E4F61 00000334 00190000 032E2E61 00000344 002B0000 022E2E61 00000360 00260000 014F2E61 0000038C 00100000 032E2E61 000003B4 002B0000 022E2E61 000003C4 00190000 014F2E61 000003F0 000F0000 012E0061 0000040C 00150000 02000061 0000041C 000F0000 032E0061 00000434 00150000 01000061 00000444 000F0000 024F0061 0000045C 00150000 03000061 0000046C 00610000 034D2D61 00000484 00380000 024D2D61 000004E8 004A0000 012D2D61 00000520 00410000 032D2D00 0000056C 00050000 02888800 000005B0 00050000 01888800 000005B8 00140000 012D2E00 000005C0 001A0000 022E0000 000005D4 00140000 032E2E61 000005F0 00050000 03888861 00000604 00070000 024E8861 0000060C 00070000 024E8861 00000614 00050000 03888800 0000061C 00070000 024E8872 00000624 00070000 024E884E 0000062C 00050000 03888847 00000634 00070000 024E8833 0000063C 00070000 024E8809 00000644 00050000 03888838 0000064C 00070000 024E8845 00000654 00070000 024E8800 0000065C 00070000 022E8800 00000664 00050000 01888800 0000066C 00070000 024F885F 00000674 00070000 034F885F 0000067C 00050000 0187885F 00000684 00050000 02668800 0000068C 00070000 034F8861 00000694 00190000 012E2E00 0000069C 00190000 022E2D00 000006B8 00190000 032E2D00 000006D4 00050000 01888800 000006F0 00050000 02888800 000006F8 00050000 03888800 00000700 00050000 08878800 00000708 00050000 01888800 00000710 00050000 03888800 00000718 00050000 02888800 00000720 00050000 01888800 00000728 00070000 012E8800 00000730 00070000 022E8800 00000738 00070000 034F8800 00000740 000D0000 012D4F00 00000748 000A0000 022E8800 00000758 000F0000 032E0000 00000764 004A0000 034D2D00 00000774 00300000 022C2D00 000007C0 004A0000 012C2D00 000007F0 002F0000 032D2E00 0000083C 00050000 02888800 0000086C 00050000 01888800 00000874 00190000 014E2E00 0000087C 00210000 022E0000 00000898 00190000 032E2E00 000008BC 00050000 03878800 000008D8 00070000 022D8800 000008E0 00070000 022D8800 000008E8 00050000 03878800 000008F0 00070000 022D8800 000008F8 00070000 022D8800 00000900 00050000 03668800 00000908 00070000 022D8800 00000910 00070000 022D8800 00000918 00050000 03668800 00000920 00070000 022D8800 00000928 00070000 022D8800 00000930 00050000 02878800 00000938 00050000 01878800 00000940 00070000 022D8800 00000948 00070000 034D8861 00000950 00070000 014F8879 00000958 00070000 022E885F 00000960 00070000 032E8838 00000968 00070000 034F8833 00000970 00010104 04060003 03000303 00030300 03030303 03030003 03030201 02010201 02010103 03000303 02030303 00030303 02010201 02010201 01030301 000000FF 00000001 00000000 41B00000
==
Parts:
Unknown (0x43A58-43A6B): 52454A01 9348027A 6E03D562 09965207 454A0000
Axis(?) (0x43A6C-43B0B): 0360E101 44C9CE0C E702A8CE 73FE03D8 CCC30109 F2D32105 0760E18E 02000000 03ACF401 44C5F306 1D023520 3D16035F 2B51FB09 18042AF9 07ACF488 FE000000 037F3401 448F39C1 00018737 32FA0153 225AFD03 53227A00 107F344D 00000000 033EC401 44EAE34E 23018DE7 B7FB01A0 DF0AFC03 A0DF1FFD 103EC42D FE000000 03ACD601 4498F034 0D0114F1 1DFF01D1 EE70FF03 D1EEBBFE 10ACD632 FF000000
Difference between rotations is that rotations (animated) is a movement throughout the move, while rotations (static) is a rotation constant throughout the move. Could use different names but w/e.
Rotations (Animated):
Left leg(relative to character) (0x43B0C-43B4B): 11C90116 C9010000 11AE2C16 AE2C0000 11001600 00000000 11D5F416 D5F40000 11BFC816 BFC80000 11DA3916 DA390000 1154F716 54F70000 14A2FF64 D40106D4
Unknown (0x43B4C-43B8B): 64D40105 69FF046E D369FF01 051E0E04 8CE11E0E 06051302 1490E552 010DA2FF 05010000 14CEE4B9 EC0186D1 B9EC0805 88FE149C D13EFF0D CEE46A02 00000000
Left Leg Animation (0x43B8C-43C4B): 14F9C29E 340197F7 9E340305 FEFC04E3 E65FFE12 05810104 F9C27DFE 00000000 143B4DEB 1D01276B EB1D0905 CA0514D9 6EBAFE0C 3B4DA2FD 00000000 11001600 00000000 11001600 00000000 14D160BD 400B0103 55B5BE40 81FB0E05 10FD14AC 3EBC4063 0005D160 BD403300 00000000 14B5E33D 2401F207 3D240105 3F080431 103F0806 0514F614 ABFEFBFD 0EB5E3F6 FE000000 1418ED39 12022509 D4090705 5CFA14E1 FD16FE0D 18ED77FF 00000000 23000300 13000000 13000300 13040000
Right Leg Animation (0x43C4C-43D13): 00000000 13000003 E2EA1304 00000AD7 233C0000 1429D4C8 F501F0C9 C8F50505 0F0C04E7 E38CFF10 0584FE04 29D4E2FF 00000000 14E61893 05020544 FC0F0A05 9EFA1494 19BCFE0A E6186C00 00000000 142FD2D4 280104FB D4280105 6E110471 0C6E1101 0577EB04 E8F777EB 130540FB 042FD2F0 FE000000 141B508E 0D01AA5D 8E0D0405 A4F704C3 497AFF0F 05A50014 C451C5FE 021B5070 FF000000 11001600 00000000 11001600 00000000 148B07E2 F3016EFB E2F31305 9401141B 06FC0002 8B078D00 00000000
Right Foot animation (0x43D2C-43D4F): B8015CFE 0B90EF08 FF000000 14163809 F802880F B1F30905 0F0C1486 3893FF0B 16388900
Upper Body animation (0x43D50-43E4F): 00000000 13000003 55161304 00005C3F 2DBC0000 13000003 04FE1304 0000B662 763A0000 135DEF03 5FDD1304 5DEF1701 00000000 14C3E76C 11021DFE ED040C05 5501140A F0C0FE08 C3E783FF 00000000 14580235 2E018D30 352E0105 52F004DF 2052F001 05FBC704 DBE8FBC7 0B0555FA 147BF146 02085802 7E000000 14EF47C8 E9017E1B C8E90105 1BFF04B3 191BFF01 05C61704 4049C617 1305C301 04EF474D FF000000 249DF577 070909FC 66FF0D9D F5CBFF00 140101CD 1301CF14 CD130105 48F90416 0E48F901 05FEE704 15F6FEE7 120592FD 14CA006B 00010101 36000000 14D41E7B F602030B 9EFF0605 300A1405 2351000E D41EB4FF 00000000 1396EF02
Translations:
Right Arm (0x43E50-43FDF): 7FED1404 96EFE9BD 7B3A0000 13D18DBE BE02CC20 B2BE1404 D18DBEBE 6B1E3BBA 00000000 1307EE02 F4F31404 07EEA782 32BB0000 13507756 BD03303F 5FBC1304 507756BD BDD899BA 00000000 13EA0403 5E221304 EA04D07C E4BB0000 13507756 BD0383AF A6BD1304 507756BD 959A663A 00000000 14BF2011 1301D033 11130105 E0FA04B0 2EE0FA01 05CD3804 7E67CD38 0205B6FE 14A66A75 04011E6F 78040105 3EFA045B 693EFA01 052CEF04 87582CEF 0205B7F9 043052F4 FF0A056C 0004396A 61050105 F6090430 74F60901 05171104 47851711 00000000 14022F53 F7015526 53F70105 24030479 29240301 05623504 DB5E6235 03051B03 04216234 FE0205F6 F4040E50 F7F80E05 F6FE0485 35B9FF00 14C1F781 41014239 81410105 ADF604EE 2FADF601 05271F04 164F271F 030536FE 04F74B97 FD0205CC F3046335 A1F50A05 0A00041B 39490303 05230404 834C9809 0105C50F 04485CC5 0F000000 1496B449 0102D3B8 F3020105 80290454 E2802901 05E00704 34EAE007 0205DDFD 0483DF73 F7020549 F004E1C1 16F20705 C1FA0498
Fingers (0x44314-443C3): 00000000 11001600 00000000 111DD616 1DD60000 1152D316 52D30000 11001600 00000000 1129D416 29D40000 1152D316 52D30000 11001600 00000000 117CD216 7CD20000 1152D316 52D30000 11001600 00000000 1187D016 87D00000 1152D316 52D30000 112E162E 00000000 11001600 00000000 11BDCD16 BDCD0000 11526716 52670000 11571616 57160000 1152D316 52D30000 116BFA16 6BFA0000 11B36F16 B36F0000 00050000 07888800 00000000
Unknown (0x43FF0-4403F): 11001600 00000000 11001600 00000000 033FD703 24A7F9AC 0A0345F7 61FC103F D7DEFD00 03360603 2433FE80 FD1CBC03 88028712 D83B1036 06312FFB 3A000000 0343C403 242FFEC7 0803EFF8 F4FC1043
Rotations (static):
Head Rotations (0x44044-44197): 11001600 00000000 11C65316 C6530000 115C5916 5C590000 11001600 00000000 11205716 20570000 115C5916 5C590000 11001600 00000000 11985B16 985B0000 115C5916 5C590000 11001600 00000000 11F25E16 F25E0000 115C5916 5C590000 1101E016 01E00000 11001600 00000000 115C5916 5C590000 11822116 82210000 11001600 00000000 11001600 00000000 115C5916 5C590000 0327C801 34EEE1CE 10016FF1 5ADA011D C4F0FD13 27C81F00 00000000 036F3D01 349FEC81 EA014D06 332901D8 39600113 6F3D0D00 00000000 0309C701 3440041F 0F01E3FC 11DF01AA C1A8FE13 09C71400 00000000 11001600 00000000 11001600 00000000 11001600 00000000 11801680 00000000 11001600 00000000 11001600 00000000 11001600 00000000 11001600 00000000 1189FB16 89FB0000 116DE716 6DE70000 11DF1116 DF110000 13600803 93DA1304 60088D05 00000000
Right arm Rotations (Somewhere in this region is also right hand rotations (animated)) (0x44198-44313): 236BFA03 EBE5136B FA000000 133FEF03 BF061304 3FEF9954 36BC0000 14AA1A08 2801B342 08280305 7DFC042D 31F4F90A 051FFF04 063166FF 0205F8FF 04833484 0301051E 1204A146 1E120105 7E220420 697E2201 05530D04 7376530D 0305B604 04327FAA 01000000 148DE9E5 D7017FD5 E5D70105 33F60499 D033F604 056EFF14 F3CFA801 0836E06F 050505BF 041406E5 DAFE0330 E4E4FF00 1423EBFC E401A1DD FCE40205 89FB0401 D838F90C 058BFF04 4ADC1F01 0105B4FD 0423DBB4 FD010539 EF04C0D2 39EF0105 D1DE0428 C2D1DE01 05D7F304 13BCD7F3 030543FC 04DFB8ED FE000000 1406CD8A ED01CBC3 8AED0105 3A0204E8 C43A0203 05E91004 D5D53103 0D0585FF 048BC665 0204055D 030406CD 71020000 11001600 00000000 11001600 00000000 03C94A01 34F33719 FB02113C 560603A5 57C60010 C94A93FF 00000000 03B30401 34A20A66 56CABC02 F6FF24A2 36BD035E FC8E957F 3B10B304 E53B8E3B 00000000 03C9CF01 34EEED45 010299D3 9BFB03F4 D7CDFF10 C9CFBBFF
Unknown (0x44314-443BF): 00000000 11001600 00000000 111DD616 1DD60000 1152D316 52D30000 11001600 00000000 1129D416 29D40000 1152D316 52D30000 11001600 00000000 117CD216 7CD20000 1152D316 52D30000 11001600 00000000 1187D016 87D00000 1152D316 52D30000 112E162E 00000000 11001600 00000000 11BDCD16 BDCD0000 11526716 52670000 11571616 57160000 1152D316 52D30000 116BFA16 6BFA0000 11B36F16 B36F0000 00050000 07888800
Unknown Table:
Entire Region (0x443C0-449DB): 00000000 00050000 07888800 00000008 00050000 02888800 00000010 00130000 054F5000 00000018 001E0000 062C2E00 0000002C 001E0000 072D2E00 0000004C 001E0000 014F2E00 0000006C 001E0000 022D2E00 0000008C 001E0000 032E2E00 000000AC 00070000 074F8800 000000CC 00070000 014F8800 000000D4 00050000 02668800 000000DC 00070000 032E8800 000000E4 00070000 052D8800 000000EC 00070000 064F8800 000000F4 00070000 072E8800 000000FC 002B0000 032D2D00 00000104 00190000 022E2E00 00000130 001D0000 012E2E00 0000014C 00190000 034E2E00 0000016C 00050000 02888800 00000188 00050000 01888861 00000190 00210000 03002E00 00000198 00220000 022E2E61 000001BC 00190000 012E2E61 000001E0 00070000 01878861 000001FC 00090000 02666661 00000204 000F0000 032E0061 00000210 001D0000 032E2E5F 00000220 00190000 024F2E5F 00000240 00260000 012E2E5F 0000025C 00220000 034E2E5F 00000284 00050000 0288885F 000002A8 00050000 0188885F 000002B0 00190000 032E2E61 000002B8 00220000 022E2E61 000002D4 00190000 014F2E61 000002F8 000F0000 012E0061 00000314 000F0000 022E0061 00000324 000D0000 032E4F61 00000334 00190000 032E2E61 00000344 002B0000 022E2E61 00000360 00260000 014F2E61 0000038C 00100000 032E2E61 000003B4 002B0000 022E2E61 000003C4 00190000 014F2E61 000003F0 000F0000 012E0061 0000040C 00150000 02000061 0000041C 000F0000 032E0061 00000434 00150000 01000061 00000444 000F0000 024F0061 0000045C 00150000 03000061 0000046C 00610000 034D2D61 00000484 00380000 024D2D61 000004E8 004A0000 012D2D61 00000520 00410000 032D2D00 0000056C 00050000 02888800 000005B0 00050000 01888800 000005B8 00140000 012D2E00 000005C0 001A0000 022E0000 000005D4 00140000 032E2E61 000005F0 00050000 03888861 00000604 00070000 024E8861 0000060C 00070000 024E8861 00000614 00050000 03888800 0000061C 00070000 024E8872 00000624 00070000 024E884E 0000062C 00050000 03888847 00000634 00070000 024E8833 0000063C 00070000 024E8809 00000644 00050000 03888838 0000064C 00070000 024E8845 00000654 00070000 024E8800 0000065C 00070000 022E8800 00000664 00050000 01888800 0000066C 00070000 024F885F 00000674 00070000 034F885F 0000067C 00050000 0187885F 00000684 00050000 02668800 0000068C 00070000 034F8861 00000694 00190000 012E2E00 0000069C 00190000 022E2D00 000006B8 00190000 032E2D00 000006D4 00050000 01888800 000006F0 00050000 02888800 000006F8 00050000 03888800 00000700 00050000 08878800 00000708 00050000 01888800 00000710 00050000 03888800 00000718 00050000 02888800 00000720 00050000 01888800 00000728 00070000 012E8800 00000730 00070000 022E8800 00000738 00070000 034F8800 00000740 000D0000 012D4F00 00000748 000A0000 022E8800 00000758 000F0000 032E0000 00000764 004A0000 034D2D00 00000774 00300000 022C2D00 000007C0 004A0000 012C2D00 000007F0 002F0000 032D2E00 0000083C 00050000 02888800 0000086C 00050000 01888800 00000874 00190000 014E2E00 0000087C 00210000 022E0000 00000898 00190000 032E2E00 000008BC 00050000 03878800 000008D8 00070000 022D8800 000008E0 00070000 022D8800 000008E8 00050000 03878800 000008F0 00070000 022D8800 000008F8 00070000 022D8800 00000900 00050000 03668800 00000908 00070000 022D8800 00000910 00070000 022D8800 00000918 00050000 03668800 00000920 00070000 022D8800 00000928 00070000 022D8800 00000930 00050000 02878800 00000938 00050000 01878800 00000940 00070000 022D8800 00000948 00070000 034D8861 00000950 00070000 014F8879 00000958 00070000 022E885F 00000960 00070000 032E8838 00000968 00070000 034F8833 00000970 00010104 04060003 03000303 00030300 03030303 03030003 03030201 02010201 02010103 03000303 02030303 00030303 02010201 02010201 01030301
Unknown (0x443C4-443CF): 00050000 07888800 00000008 (This seems to be the format of the table)
Format of unknown table entries:
0x0: Flags
0x4: Unknown Positioning (AKA Something actually noticeable)
0x8: int Unknown Positioning (Holy ****)
Table beneath this region has already been defined before in one of my previous posts.
Hmmm, I believe the order in the unknown table has something to do with frames. This is all I shall post for now. However, you could look into whether or not there is entries with duplicate parts in an order in the table yourself. I'll probably do that later, but I am burnt out right now. Also keep an eye out for pointers to data within these regions. Don't forget this data is just to identify general regions, which can hopefully be used later. I included the original data that is in the region so it is possible to make changes and easily revert it. Some of the things in the fingers section really interest me. There seems to be a pattern there. Also there is something that I see just way too often. (11001600). Its everywhere. Its probably some sort of declaration.
 
Last edited:

Apophis

Smash Rookie
Joined
Jan 10, 2016
Messages
2
SSM Hacks

AUDIO HACKS : SSM FILES
Overview of Audio Format - SSM
SSM files hold audio clips, just like Pl****.dat files hold textures. They're like packages. SSMs hold a lot of sound files, each one approximately 1 second long. The format for the basic sound file system in the GameCube is called DSP (also called ADPCM). This is encoded audio that provides coefficients (special values) to allow the GameCube to decode it, like a decoder ring to decode a secret code. The coefficients are the decoder ring. Remember these "coefficients", they're very important.

A word about coefficients, since they're so important. First, why are they called coefficients? The word "coefficient" in math means "the number before the variable". So in the expression "3x+5", the coefficient of x is 3. But this doesn't help in the hacking sense. I have no clue why the magic numbers in Gamecube Audio are called coefficients, I just saw it called that in an explanation somewhere on the Internet (possibly YAGCD or Halley's Comet Software). They're just called coefficients, okay, it is what it is. The real question is, "What are coefficients"? Coefficients are 16-bit values that tell the Gamecube how to interpret the audio data in SSMs, DSPs, HPSs, and other audio files. They come in groups of 16, for a toal of 256 bits. That's 32 bytes, or 0x20 in hexadecimal. Since they tell the Gamecube how to read the data, coefficients are responsible for the quality and volume of the audio. I know, this is complicated, but just bear with me here.

The audio data itself comes in 8-byte portions, where the first byte calls a coefficient that tells the Gamecube how to decode the other 7. I'll repeat this as we go along.

The way DSP is structured is the data starts 0x60 bytes (that's 96 in decimal) into the file. Before that is header data, and the magic coefficient values (responsible for the quality and volume of the audio). The actual data comes in 8-byte clumps. The first byte calls one of the 16-bit coefficients to decode the next 7 bytes of audio. As I said, I'll repeat the info a bit, and say it in different ways to try and make it clear.

An SSM file is just a bunch of DSP files. Instead of placing each DSP one after the other, the SSM will split the DSPs and then place the different parts together. All the coefficients of the DSPs are clumped together at the beginning of the SSM, which takes up a few hundred bytes. After that the actual sound data begins. So here's an example to help. I have 5 DSP files, each one a different 1-second-long sound clip. I take the coefficients from DSP#1, 2, 3, 4, and 5, and I put them one after the other at the beginning of my new file (my SSM). Then I take the audio data that's left over from #1 and put it in my SSM. Then I take the audio data that's left over from #2 and put it in my SSM, after the audio data of #1. And so on, until I finished through #5. That's more or less it, but there's a little bit more to the coefficients, which I'll explain below.

NOTE: Most sound effects are mono (one channel of audio), but a few are stereo (two channels, L and R). You can find out whether the sound is mono or stereo with ssmex.exe. When a sound effect is stereo, there are a few changes to be made in the SSM. First of all, there are two DSPs that make up the sound - one L and one R. So in the SSM, there's twice the audio data for that sound. Second, since there are two DSPs, there are two sets of coefficients. Now, from the example above, if DSP#5 was a stereo sound effect (there would be two DSPs since it's stereo, lets just duplicate it for now to make L and R), I'd take the coefficients from DSP#5-L and place them after the coefficents from DSP#4. Then I'd take the coefficients from DSP#5-R and place them after those of DSP#5-L. When I'm placing the audio data, I'd put DSP#5-L's audio data after DSP#4's audio data. Then DSP#5-R audio data goes after that. Kinda confusing...sorry.

SSM Audio Hacking
What you need:
--SSBM ISO (you knew that by now)
--Hex editor
--an audio editor. I used Soundbooth, but Goldwave is good, too. I don't know about Audacity
--ssmex.exe (look up "hcs ssmex" on Google)
--cmd.exe (command prompt)
--Wii/GC SDK (specifically dspadpcm.exe and dsptool.dll...maybe soundfile.dll, too, perhaps)
--GC-Tool

What to do:
0. Before you start
Extract the audio SSM files from the ISO with GC-Tool. The ones you might be concerned with are under \audio\us for English version sounds, while those under \audio but not under \us are Japanese version sounds. Put all these SSM files into a directory, categorize them, whatever. Heck, you can do one at a time, it doesn't matter. As long as you know what's what. Make sure you have the Wii SDK tools in the same directory, as well as ssmex.exe and your trusty command prompt.

1.Extract DSPs from the SSM
Make sure that the SSM you want to extract from is under the same folder as ssmex.exe and cmd.exe..now run cmd.exe and type in this
filename.ssm should be replaced with the SSM file that you're extracting from.
You should see a bunch of lines of data. Very useful data. The program will tell you how many DSPs there are, whether they are stereo or mono, and where they are located in the SSM. And it will extract them. (If you have Visual C++, the DSP files may have the VC++ Project icon. Don't double click when you edit them. Just right click and open with a hex editor.)

2. Convert to WAV
The SDK program dspadpcm.exe not only converts WAV->DSP, but also DSP->WAV. Nifty. So run cmd.exe and type in
NOTE: "-d" means "decode". The outputfile parameter is optional; the program by default creates a WAV with the same name as your DSP. Also, if you want it to create an AIFF instead of a WAV, type "-f" at the end of the line, as another parameter. If you want info on your DSP dumped in a TXT file, type "-c" as a parameter, too.

This generates the WAV. Open it up in your favorite audio editor, and take a look at it. The important things to check are
a. sample rate (eg, 32 kHz)
b. bit depth (eg. 16 bits)
c. channels (eg. stereo or mono)
d. length (eg. 0.629 seconds)
e. volume (eg. max of "-1 dB", whatever that means)
If you can't find any of this info out, just play the file in iTunes, and right click it, go to Get Info->Summary. The Options tab has the exact length in seconds.

We need this info because we want to make our audio that we'll replace in the game as close to the original as possible. So we'll make its settings as close as possible.

3. Using your own audio
Now, when using your audio, you have to realize it's going to be short. The clip can't be much longer than a second, really. It's just sound effects. But, there are a whole lot of possiblities, nonetheless.
-Take your audio clip, open it with the audio editor, and, if it's stereo, export the channels individually to get R and L mono channels. Pick one of them to be your in-game sound.
-Adjust the length of the clip to match the length of the original exactly. Down to the thousandth of a second.
-Adjust the volume, a lot. It should be fairly loud, louder than all the other sounds on your computer. When you save your clip, make sure the settings match those of the original.

4. WAV->DSP
Now that your audio is formatted correctly, we're going to run dspadpcm.exe again. Run cmd.exe and type
NOTE: "-e" means "encode". The outputfile parameter is optional; the program by default creates a DSP with the same name as the WAV. If you want info on your DSP dumped in a TXT file, type "-c" as a parameter, too.

Now we have our DSP!

5. Manual hexing...
Open up your hex editor of choice. Open the original SSM, the original DSP, and the new DSP. Go back to the ssmex.exe program, and drag the SSM file over the icon. This will launch the program, but it won't extract the DSPs (I don't know why, but I don't mind). Instead it will just give the info on each file. Don't close this.
Hex time.
-Compare the original DSP to your new DSP. They should be very similar in length. Best case scenario, they're exactly the same. Absloute worst, your new one is a lot longer.
-In the new DSP, copy the data from 0x60 on. This might be in the middle of a bunch of 00's, but it's correct. Open the cmd.exe window and look for the original filename. The offset data will be right by it. So, go to the SSM, and paste the copied data at the specified offset. Double check to make sure you didn't make a mistake.
-At the end of the data, if there's still a little room before it goes to the next DSP, just insert 00's or FF's until it ends. If you think you went over the limit, you're in a little trouble. Ctrl-Z undo, mate. You need to find the length of the data from the cmd window, which has the beginning and end offsets for each DSP. Copy that amount only, and paste that. **I only think that the longer ones will still work. I haven't tested, though**
-Back in the new DSP, copy the funky looking data from 0x1C to 0x3C. This is the coefficient data responsible for correctly decoding the DSP audio. What we have to do is paste it in the correct spot in the beginning of the SSM. Either count from the beginning of the SSM (every 0x48 bytes is the end of a block of coefficient data for mono files....stereo files are a bit longer since each channel needs coefficient decoders. Just count out two mono coefficient blocks for stereo) to find it, or match the original DSP data from 0x1C to 0x3C in the SSM to find it. When you find where it starts (remember the coefficient data is always 0x20, or 32, bytes long), paste your new DSP coefficient data over it. Good to go.
Save the SSM in a safe place.

6. GC-Tool it up
GC-Tool->File->Open GC-ISO->ssbm.gcm
Select the SSM from the list it makes, right click->Replace File->choose the SSM you edited
File->Close GC-ISO
Exit

And we're done! With SSM, at least.

EXAMPLE - Editing Roy's taunt (Testing :) )
NOTE: This is what I did exactly in order to get the "testing" SSM example that Steelia used in one of his youtube vids. I have notes explaining extra steps that I didn't take which would increase sound quality and volume.

0. I extracted emblem.ssm from the \audio\us folder, and put it in a folder with ssmex.exe, cmd.exe, dspadpcm.exe, and soundfile.dll

1. I run cmd.exe, and I type
which outputs a bunch of DSPs for me, named "emblem00, emblem01, emblem02...etc"

2. I press enter to quit the program, and then I type
which outputs a WAV called emblem0b.wav. I listened to it in iTunes, and found it was the "hiii-ya" for Roy. I decided to edit it.
Opening Soundbooth with emblem0b.wav revealed it was 0.629 seconds in length, at 32kHz, 16 bit depth, mono, and had a max volume of "-1 db". OK..

3. I took an old sound clip I made to test what Soundbooth could do when I first got it, and I opened it up. It just was me saying "testing" over and over. I exported it to two mono channels, since it was stereo. I chose the R channel to edit, and I cropped it to exactly 0.629 seconds. Save as Test01R.wav (32000 Hz, 16 bit depth, Mono).
NOTE: You can also manually increase the volume, which helps with hearing it in-game.

4. I run cmd.exe and type
which outputs my DSP called Test01R.dsp

5. Oh boy, hexing. I opened emblem.ssm, emblem0b.dsp, and Test01R.dsp with a hex editor (HexEdit, anyone? I happen to use that...).
-I run ssmex by dragging the emblem.ssm over the icon, and get the offset data that way.
-I copy the data from Test01R.dsp from 0x60 on, and paste it into 0xDF70, with about 17 bytes to spare, so I fill in the extra space with 00's.
NOTE: I didn't do this step the first time....>>> I copy the coefficient data from Test01R.dsp at line 0x1C, to emblem.ssm. Since emblem0b is the 12th DSP (they start at 00, not 01), I go to offset (72*12) = 864, or 0x360. That's the end of the coefficient data. So I paste the data from Test01R.dsp 16 bytes before 0x360 - at 0x340.

6. GC-Tool. You know how it goes.

And there we have it. SSM audio format, done. So go and make some sound effets/voices!!
I have no idea what you mean by hexing. I have everything else down except the hexing. Is there any videos on youtube that explain this at all because I cannot learn this stuff from just text, but my group of friends are wanting to make out own sound pack with all sounds being just one of my friends making all the sounds.
 

tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
If I wanted to disable reverse hitboxes (hitboxes from behind the character reversing the direction) where would I start or is this already know? Hope I'm not being too needy or w/e.
 

tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
Can someone link me to achilles custom subaction thing? I forgot which thread it was in. I am sorry. :(
 

jmlee337

Smash Journeyman
Joined
May 8, 2008
Messages
303
Slippi.gg
LEE#337
DRGN DRGN can you update the audio section of the OP to add dsp2hps?: http://smashboards.com/threads/dsp2hps-melee-music-in-2016.439620/

It obsoletes all of the previous guides and tools. It's 10x easier and produces better results. I've noticed many people still finding their way to old threads and spending unnecessary effort.

@Deconimus also has written 20XX Music Manager, which is a real game-changer for music in 4.05 that should definitely be included. They and @DoctorKirby have both also made GUI front ends to dsp2hps
 

DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,178
Location
Sacramento, CA
DRGN DRGN can you update the audio section of the OP to add dsp2hps?: http://smashboards.com/threads/dsp2hps-melee-music-in-2016.439620/

It obsoletes all of the previous guides and tools. It's 10x easier and produces better results. I've noticed many people still finding their way to old threads and spending unnecessary effort.

@Deconimus also has written 20XX Music Manager, which is a real game-changer for music in 4.05 that should definitely be included. They and @DoctorKirby have both also made GUI front ends to dsp2hps
Yes, will do!

I've been aware of that section being outdated, but I've done very little audio hacking, so I wasn't sure what was best for that section. Which resources would you recommend to be removed?
 

jmlee337

Smash Journeyman
Joined
May 8, 2008
Messages
303
Slippi.gg
LEE#337
Yes, will do!

I've been aware of that section being outdated, but I've done very little audio hacking, so I wasn't sure what was best for that section. Which resources would you recommend to be removed?
Looks like you can get rid of the following links:

How to Create Custom HPS Music Files Using MeleeHPS (Includes BRSTM File Conversion Guide!) - written by achilles - HPS files are what contain the music in SSBM. This guide shows you how to create looped HPS files for your game.

Custom Music Guide that Makes Sense - created by lanabo - If you're a visual learner, this is the guide for you, since it's a video guide. Although, it may just be the guide for you anyway, because it's pretty good. It aims to be less technical and easier to follow than the other guides.

HPS Audio Hacking Guide - written by GodFed - HPS files hold longer audio clips, such as background music. They are somewhat confusing. This guide explains HPS file structure and how they work, as well as how to change the music.

SIMPLE Step-By-Step Music Hacking Guide for the Masses! - written by GSUB - For those of you who don't want all the technical details behind HPS hacks, check this guide out. Very nicely done.

SleepyK's Youtube Tutorials - Rather old guides; everything you need may already be covered in the guides above.


And then below in 'programs':

- hps_insert v1.1 (and dependencies) - created by GodFed - Creates HPSs out of WAV files, almost perfectly. (Source code for hps_insert available here.)

HPSAuto - created by SheiktheOgre and Goatlink - HPSAuto is a patching program that takes WAVE music files, inserts them into an HPS file (Thanks GSUB), loops (if selected), and renders the file usable in modified melee ISOs.


And remove just MeleeHps from the following entry:

MeleeHps and MeleeSsm - created by GenesisFan64 - Used for music files and SFX packs, respectively. Rumor has it MeleeHps is far superior to hps_insert. Full results and write-ups are still being worked out in the lab.
 
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