@Tichinde
Nice post, love the images. Looks like you selected one extra byte at the end, though, for 0x1C-0x3C.
@Warhippy
ssmex.exe gives out some very good info (like the starting/ending points for each sound), and some unusual info ("data offset" vs "real data offset"). Basically, the only info you need is the locations of the sounds you want to change, whether they're stereo or mono, and what the sample rate is (like 32000 Hz).
The "real data offset" is the start of the sound data. That's all. The programmer who wrote ssmex.exe uses some data from the beginning of the file to calculate the "data offset", and with trial and error, found out what the actual offset was. A bit of extra info if you're interested.
@PB&J
eh, sorry. it's a bit complicated. I still have yet to upload a video guide. My original captures that I wanted to upload got corrupted.
@libertyernie
nice work, kirby's pretty much all palette textures.
As for the "converter" (an automated texture hexer), I was working on it, but life got in the way. I'll see if I can finish it up sometime soon. I basically need to code in all the placements/data from Steelia's texture packs for Luigi on down (alphabetically) and the stages.
@Steelia
Have you tried changing the names at the end of each Pl****.dat file? I think they reference the moves and animations for that character, and/or the name of the character selected...so changing it to the Red/Blue/Green whatever costume name might allow you to "convert" between colors, if that makes sense. Just a thought. And are those stock icons still eluding you?
@Blubby
No idea what differences PAL Melee will have. I actually used a PAL iso at first, but switched to an NTSC later on when the hacking thing got a bit more involved, just to be safe. I'm fairly sure that the mechanics are the only differences between the two versions, but I'm not sure. Look up PAL/NTSC differences.