• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

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

Afro_Chris

Smash Ace
Joined
Nov 3, 2007
Messages
750
Location
T.dot, Canada
Well... for starters, make sure the file isn't already pre-Indexed (I know I left some Indexed, so all you'd have to do is set the Mode back to RGB and re-Index it again later).
None of Peach's files have anything on their Alpha layers, so they have no transparency... so that shouldn't be a problem, if that's what you're thinking of. :)

And, make sure you're looking at her ALPHA layer, not at any of her R, G, or B layers.



You have to convert those .TGA files into .TPL files, then paste them into MnSlChr.usd and then into the ISO that way, if that's what you mean. I released a CSP pack back on page 4 that contains all the character CSPs, so it shouldn't be too bad. It will require some hexing on your part.
awesome, thanks so much S. everything is working prefectly again


edit: umm has anyone ever gotten this error before?



the weird thing is is after i press ok the game will start running, but the texture is kind of ****ed up....like these random colours came from no where
 

Zyx

Smash Journeyman
Joined
May 16, 2006
Messages
257
Location
France
What the... ??
I never downloaded the Super Mario RPG stage... Like the last time, the Pink jacket Falco instead of my white Falco... What's wrong with Megauplaod ?? >__<
(SuperMarioRPG stage and pink jacket Falco are not on my computer... I don't understand)

EDIT : new link http://www.mediafire.com/download.php?mtzezq3mnj4
 

Milun

Smash Ace
Joined
Oct 29, 2009
Messages
516
Location
Australia
edit: umm has anyone ever gotten this error before?

the weird thing is is after i press ok the game will start running, but the texture is kind of ****ed up....like these random colours came from no where
It means you made an error when you pasted your pallette data. I had the same problem when I incorrectly texture hacked a _9 Goomba in MK.
 

Afro_Chris

Smash Ace
Joined
Nov 3, 2007
Messages
750
Location
T.dot, Canada
It means you made an error when you pasted your pallette data. I had the same problem when I incorrectly texture hacked a _9 Goomba in MK.
how did u fix it cuz i dont think in doing anything worng, i did this with the other _9 textures and they all came out just fine expect for the chest were i got these random rainbow colours

 

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
Messages
5,450
Location
Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
I can run Melee on my PC thansk to a Dolphin update so I'll make Melee textures.
Here's my first one.



http://www.mediafire.com/?mjhqt3zzdcz

My PC isn't that good at rendering as you can see.

Also, are the placements for the Ice Climbers' tpl's correct? No matter what I put in, the game crashes.

Also, TCSmake saves a lot of time.
 

Steelia

Smash Champion
Joined
Sep 23, 2007
Messages
2,523
Location
Home.
@Afro_Chris: Ah, I think I see it.

In your notepad, for type2, you have
RGB56

You're... missing a "6" at the end.
"RGB565"

See if that works for you. ;)

@Eternal Yoshi: SWEET looking Yoshi you have there. But that last pic is just... strange. XD
Also, which of the Ice Climbers are you referring to? I did an IC hack recently, and I noticed something... Popo's TPL files go in the order specified in the Placements, whereas Nana's files go in the order of the folders. So Nana's are ordered correctly -- Popo's are not, and you need the Placements.txt for them. Try that, and see if that works.
 

Afro_Chris

Smash Ace
Joined
Nov 3, 2007
Messages
750
Location
T.dot, Canada
ight i switched it back and i hex the new .dat and i still got that error, how ever it still runs and i get this weird texture





in the texture i made, its only supposed to be green and black i dunno were those colours come from
 

Milun

Smash Ace
Joined
Oct 29, 2009
Messages
516
Location
Australia
Argh, hacking is a harsh mistress. I still haven't discovered how to change the horrible blocks, lifts, and start positions, but (it seems just for Nintendo to tease me), I figured out how to make your characters teleport to the bottom of he stage for a split second every time they contact, and make the camera move without a boundary when paused:



Now this is extremely usefull to know because.... it's.... no, I see no use for it other than for lols.
 

WarriorKnight

Smash Ace
Joined
Sep 10, 2004
Messages
933
Location
Queens, NY
Too good Milun lol.

Question for Steelia, i attempted to customize the stage selection portrait for Dreamland to the StreetsofRage one and also changed the name of the stage as well. I used the same image properties that I used with the Character selection portraits.

However, do you happen to know where I may have screwed up that its coming out like this?

 

Zyx

Smash Journeyman
Joined
May 16, 2006
Messages
257
Location
France
@Afro Chris : I think you used "_14.tga" method while some of Peach's textures are "_9.tga".
 

WarriorKnight

Smash Ace
Joined
Sep 10, 2004
Messages
933
Location
Queens, NY
Too good Milun lol.

Question for Steelia, i attempted to customize the stage selection portrait for Dreamland to the StreetsofRage one and also changed the name of the stage as well. I used the same image properties that I used with the Character selection portraits.

However, do you happen to know where I may have screwed up that its coming out like this?


NVM, I figured it out after screwin around a bit lol.


But i still do have a question. How in the world do we locate the placements for the stage names (an easy way?), or any sort of texture in hex editor neo?
 

Steelia

Smash Champion
Joined
Sep 23, 2007
Messages
2,523
Location
Home.
LOL, Nice, Zyx. :p

But i still do have a question. How in the world do we locate the placements for the stage names (an easy way?), or any sort of texture in hex editor neo?
The only "easy" way of doing it, is by converting the original TGA files to .TPL, and using that TPL information to find the placements in the DAT file. That's what I've done since my first textured character, Mewtwo, and I still use that method today.

ight i switched it back and i hex the new .dat and i still got that error, how ever it still runs and i get this weird texture

in the texture i made, its only supposed to be green and black i dunno were those colours come from[/QUOTE]

That looks like... a hexing problem.
From what I checked, Peach's chest SHOULD have 32 colors (the max), so I don't see... how that could have messed up... But then again, I also see how the crown's also a little off in colors as well. Looks like a hexing problem.
You check the first post on that? Some textures (like Peach's crown) require subtracting from the TPL file via Hex Workshop.

[quote="Afro_Chris, post: 9393672"]on a side note, is it possible to texture all of FOD

cuz this would be a great idea

[url]http://www.moddb.com/mods/earths-special-forces/images/kamis-lookout-update#imagebox[/url][/QUOTE]

Don't know about that; I haven't ripped any of FoD's files yet. Maybe, I don't see why not. Just... I wouldn't be surprised if the background couldn't be changed.

[quote="Eternal Yoshi, post: 9402633"]Sorry for the delayed reply, but Popo is working, Nana is not.[/QUOTE]

Not Nana... You DID place her TPL files into the DAT file in the way they were ordered by her folders, correct?
Popo, you follow the Placements for specific ordering. Nana, you follow her folders for ordering.... unless I was a number or two off with her. Let me see.
EDIT: Yep, all of Nana's placements are correct, as SHOULD her folder placements be. I made a Nana texture very recently, so I don't see what the problem could be for that... unless one of her TCS files is incorrectly formatted.
 

`DNS`

Smash Lord
Joined
May 27, 2008
Messages
1,042
Location
Brooklyn, New York
hmm good idea, changing peach's turnips colors.. could you make the different faces different colors? ie black stitchface, green o_o.. stuff like that?
 

dexia

Smash Apprentice
Joined
Jan 5, 2009
Messages
120
Location
Chile, Viña Del Mar
some user have a marth texture that was not the shadow dragon marth and the pink mart??? if some have please can upload an post te link =)
 

Steelia

Smash Champion
Joined
Sep 23, 2007
Messages
2,523
Location
Home.

`DNS`

Smash Lord
Joined
May 27, 2008
Messages
1,042
Location
Brooklyn, New York
^haven't tried it yet but i'll take your word on it :p

also for 'darkness marth' what color is the bandana? pure black? 'cause it has a jewel on it and stuff
 

Milun

Smash Ace
Joined
Oct 29, 2009
Messages
516
Location
Australia
You know, it's odd. With Action Replay, people just have to type 2 lines of Hex-like code, and they can change stages to whatever they want. Would there be a way of taking the effects of Action Replay (i.e. the code that makes it you can choose a trophy tussle stage by pressing Z ^ at the stage select) and make it permanent?
 

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
Messages
5,450
Location
Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
....................

Here is Nana's offsets.txt that I'm using. is anything wrong?
Code:
01 - 00010780
21 - 00018780
20 - 00019780
19 - 0001b780
02 - 0001c780
03 - 0001cb80
04 - 0001cc00
05 - 0001ec00
06 - 00020c00
07 - 00022c00
08 - 00024c00
09 - 00024c80
10 - 00026c80
11 - 00028c80
12 - 0002ac80
13 - 0002cc80
22 - 0002d080
23 - 0002f080
24 - 00030080
25 - 00031080
16 - 00031480
18 - 00033480
17 - 00035480
14 - 00037480
15 - 0003b480
26 - 0003cb00
27 - 00044b00
28 - 0004cb00
I tried remaking the TCS files with Mulins program and it still freezes. :(

Anyway, I plan on making info txts for hps.
This is an example.
Code:
Pokemon Stadium/pstadium.hps
sample rate 32000 Hz
channels: 2
loop start: 688128 samples (21.50 seconds)
loop end: 2014386 samples (62.95 seconds)
stream total samples: 2014386 (62.95 seconds)
encoding: Gamecube "DSP" 4-bit ADPCM
layout: HALPST blocked
metadata from: HAL Laboratory HALPST header
samples to play: 2334386 (72.95 seconds)

offset:00000080  length:00008000   secs:1.792   total secs:0.000
offset:000100a0  length:00008000   secs:1.792   total secs:1.792
offset:000200c0  length:00008000   secs:1.792   total secs:3.583
offset:000300e0  length:00008000   secs:1.792   total secs:5.375
offset:00040100  length:00008000   secs:1.792   total secs:7.166
offset:00050120  length:00008000   secs:1.792   total secs:8.958
offset:00060140  length:00008000   secs:1.792   total secs:10.749
offset:00070160  length:00008000   secs:1.792   total secs:12.541
offset:00080180  length:00008000   secs:1.792   total secs:14.333
offset:000901a0  length:00008000   secs:1.792   total secs:16.124
offset:000a01c0  length:00008000   secs:1.792   total secs:17.916
offset:000b01e0  length:00008000   secs:1.792   total secs:19.707
offset:000c0200  length:00007b60   secs:1.727   total secs:21.499
offset:000cf8e0  length:00007b60   secs:1.727   total secs:23.226
offset:000defc0  length:00007b60   secs:1.727   total secs:24.952
offset:000ee6a0  length:00007b60   secs:1.727   total secs:26.679
offset:000fdd80  length:00007b60   secs:1.727   total secs:28.406
offset:0010d460  length:00007b60   secs:1.727   total secs:30.133
offset:0011cb40  length:00007b60   secs:1.727   total secs:31.860
offset:0012c220  length:00007b60   secs:1.727   total secs:33.587
offset:0013b900  length:00007b60   secs:1.727   total secs:35.313
offset:0014afe0  length:00007b60   secs:1.727   total secs:37.040
offset:0015a6c0  length:00007b60   secs:1.727   total secs:38.767
offset:00169da0  length:00007b60   secs:1.727   total secs:40.494
offset:00179480  length:00007b60   secs:1.727   total secs:42.221
offset:00188b60  length:00007b60   secs:1.727   total secs:43.948
offset:00198240  length:00007b60   secs:1.727   total secs:45.674
offset:001a7920  length:00007b60   secs:1.727   total secs:47.401
offset:001b7000  length:00007b60   secs:1.727   total secs:49.128
offset:001c66e0  length:00007b60   secs:1.727   total secs:50.855
offset:001d5dc0  length:00007b60   secs:1.727   total secs:52.582
offset:001e54a0  length:00007b60   secs:1.727   total secs:54.309
offset:001f4b80  length:00007b40   secs:1.725   total secs:56.035
offset:00204220  length:00007b40   secs:1.725   total secs:57.760
offset:002138c0  length:00007b40   secs:1.725   total secs:59.485
offset:00222f60  length:00007b40   secs:1.725   total secs:61.211
Loop in pstadium.hps from offset 00222f60 back to 000c0200
36 audio blocks, 62.936 seconds
and another

Code:
Peach's Castle/castle.hps
sample rate 32000 Hz
channels: 2
loop start: 745472 samples (23.30 seconds)
loop end: 2877879 samples (89.93 seconds)
stream total samples: 2877879 (89.93 seconds)
encoding: Gamecube "DSP" 4-bit ADPCM
layout: HALPST blocked
metadata from: HAL Laboratory HALPST header
samples to play: 3197879 (99.93 seconds)

offset:00000080  length:00008000   secs:1.792   total secs:0.000
offset:000100a0  length:00008000   secs:1.792   total secs:1.792
offset:000200c0  length:00008000   secs:1.792   total secs:3.583
offset:000300e0  length:00008000   secs:1.792   total secs:5.375
offset:00040100  length:00008000   secs:1.792   total secs:7.166
offset:00050120  length:00008000   secs:1.792   total secs:8.958
offset:00060140  length:00008000   secs:1.792   total secs:10.749
offset:00070160  length:00008000   secs:1.792   total secs:12.541
offset:00080180  length:00008000   secs:1.792   total secs:14.333
offset:000901a0  length:00008000   secs:1.792   total secs:16.124
offset:000a01c0  length:00008000   secs:1.792   total secs:17.916
offset:000b01e0  length:00008000   secs:1.792   total secs:19.707
offset:000c0200  length:00008000   secs:1.792   total secs:21.499
offset:000d0220  length:00007d60   secs:1.755   total secs:23.290
offset:000dfd00  length:00007d60   secs:1.755   total secs:25.045
offset:000ef7e0  length:00007d60   secs:1.755   total secs:26.800
offset:000ff2c0  length:00007d40   secs:1.753   total secs:28.555
offset:0010ed60  length:00007d40   secs:1.753   total secs:30.308
offset:0011e800  length:00007d40   secs:1.753   total secs:32.061
offset:0012e2a0  length:00007d40   secs:1.753   total secs:33.814
offset:0013dd40  length:00007d40   secs:1.753   total secs:35.567
offset:0014d7e0  length:00007d40   secs:1.753   total secs:37.320
offset:0015d280  length:00007d40   secs:1.753   total secs:39.073
offset:0016cd20  length:00007d40   secs:1.753   total secs:40.826
offset:0017c7c0  length:00007d40   secs:1.753   total secs:42.579
offset:0018c260  length:00007d40   secs:1.753   total secs:44.332
offset:0019bd00  length:00007d40   secs:1.753   total secs:46.085
offset:001ab7a0  length:00007d40   secs:1.753   total secs:47.839
offset:001bb240  length:00007d40   secs:1.753   total secs:49.592
offset:001cace0  length:00007d40   secs:1.753   total secs:51.345
offset:001da780  length:00007d40   secs:1.753   total secs:53.098
offset:001ea220  length:00007d40   secs:1.753   total secs:54.851
offset:001f9cc0  length:00007d40   secs:1.753   total secs:56.604
offset:00209760  length:00007d40   secs:1.753   total secs:58.357
offset:00219200  length:00007d40   secs:1.753   total secs:60.110
offset:00228ca0  length:00007d40   secs:1.753   total secs:61.863
offset:00238740  length:00007d40   secs:1.753   total secs:63.616
offset:002481e0  length:00007d40   secs:1.753   total secs:65.369
offset:00257c80  length:00007d40   secs:1.753   total secs:67.122
offset:00267720  length:00007d40   secs:1.753   total secs:68.875
offset:002771c0  length:00007d40   secs:1.753   total secs:70.629
offset:00286c60  length:00007d40   secs:1.753   total secs:72.382
offset:00296700  length:00007d40   secs:1.753   total secs:74.135
offset:002a61a0  length:00007d40   secs:1.753   total secs:75.888
offset:002b5c40  length:00007d40   secs:1.753   total secs:77.641
offset:002c56e0  length:00007d40   secs:1.753   total secs:79.394
offset:002d5180  length:00007d40   secs:1.753   total secs:81.147
offset:002e4c20  length:00007d40   secs:1.753   total secs:82.900
offset:002f46c0  length:00007d40   secs:1.753   total secs:84.653
offset:00304160  length:00007d40   secs:1.753   total secs:86.406
offset:00313c00  length:00007d40   secs:1.753   total secs:88.159
Loop in castle.hps from offset 00313c00 back to 000d0220
51 audio blocks, 89.912 seconds
 

Steelia

Smash Champion
Joined
Sep 23, 2007
Messages
2,523
Location
Home.
^ What the... Those offsets are all off! I must've stuck Popo's placements in Nana's by accident, or forgot to switch it out. o_O;;

Here are Nana's (remember, follow the FOLDER order; disregard the numbering here):

Code:
01Face - 00010800
21MalletTOP - 00018800
20Mallet - 00019800
19MalletHandle - 0001b800
02Mouth - 0001c800
03Hair - 0001cc00
04Esk1 - 0001cc80
05Esk2 - 0001ec80
06Esk3 - 00020c80
07Glove - 00022c80
08ShoeSpike - 00024c80
09Esk4 - 00024d00
10Esk5 - 00026d00
11FootWood - 00028d00
12FootFur - 0002ad00
13FootStrap - 0002cd00
22OOS-Face - 0002d100
23OOS-Fur - 0002f100
24OOS-Foot - 00030100
25OOS-FootB - 00031100
16EskMain - 00031500
18Esk9 - 00033500
17Esk8 - 00035500
14Esk6 - 00037500
15Esk7 - 0003b500

26 - 0003cb80
27 - 00044b80
28 - 0004cb80
And, I would assume a TXT-HPS program would be handy. :)
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,560
Is it possible to use hacks other than burning discs/running an Emulator?
 

`DNS`

Smash Lord
Joined
May 27, 2008
Messages
1,042
Location
Brooklyn, New York
You know, it's odd. With Action Replay, people just have to type 2 lines of Hex-like code, and they can change stages to whatever they want. Would there be a way of taking the effects of Action Replay (i.e. the code that makes it you can choose a trophy tussle stage by pressing Z ^ at the stage select) and make it permanent?
I'm sure you COULD add stuff like the trophy tussle stages to the stage select screen..

I would say it'd be hard to do, but I've learned to expect great things from you! :p

Hacking the code that creates the stage select screen? D:
 

Steelia

Smash Champion
Joined
Sep 23, 2007
Messages
2,523
Location
Home.
You know, it's odd. With Action Replay, people just have to type 2 lines of Hex-like code, and they can change stages to whatever they want. Would there be a way of taking the effects of Action Replay (i.e. the code that makes it you can choose a trophy tussle stage by pressing Z ^ at the stage select) and make it permanent?
This is something that's been perplexing me as well. There are even codes that allow you to do moveset swaps with character files in AR... yet, if you were to do something similar like overwriting one's character file with another, it freezes. Even in Brawl, this kindof method would work! Quite strange indeed.
I DO believe there is a way of doing it manually, but... we just have yet to find that way.
 

Milun

Smash Ace
Joined
Oct 29, 2009
Messages
516
Location
Australia
Well, I'm currently updating my site with a more in depth (and easier to understand thanks to snapshots) tutorial on hacking MK1 (I know not everyone wants to hack it, but it could help in deciphering other stages). Anyway, I've opened MnSlMap, and it mentions no stage names to think of, so for now, my first order of business will be to see if I can either change the stage a screen links to, or figure out a way to move them. I hate being restricted to maintaining the size of the iso, otherwise I'd try to add new icons instead of replacing old ones, but I guess no one would be mad if I removed Icicle Mountain, Big Blue, and... Flatzone to make room for them... give or take Flatzone.
 

Steelia

Smash Champion
Joined
Sep 23, 2007
Messages
2,523
Location
Home.
Well, I'm currently updating my site with a more in depth (and easier to understand thanks to snapshots) tutorial on hacking MK1 (I know not everyone wants to hack it, but it could help in deciphering other stages). Anyway, I've opened MnSlMap, and it mentions no stage names to think of, so for now, my first order of business will be to see if I can either change the stage a screen links to, or figure out a way to move them. I hate being restricted to maintaining the size of the iso, otherwise I'd try to add new icons instead of replacing old ones, but I guess no one would be mad if I removed Icicle Mountain, Big Blue, and... Flatzone to make room for them... give or take Flatzone.
Yeah, adding to the ISO would be very handy. I'm sure some day we MIGHT be able to do it... but... for now, just crossin' fingers. :p

Flat Zone I'm OK with. Far too small, though I'll only miss the flatness of it.
Icicle Mountain... haha... wonder how that would effect the Adventure Mode.
Big Blue I'll only miss because of the song. Actually sounds very good in hi-quality.
*Just for kicks, some I wouldn't mind seeing replaced are Kongo Jungle; Jungle Japes; Venom; Green Greens; and Rainbow Cruise.
 
Top Bottom