• 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!

_Rocky_

Smash Ace
Joined
Jun 14, 2009
Messages
783
Location
611
Would anyone be kind enough to upload their P|FxOr.dat and P|FxLa.dat respectively?

I ****ed up when editing and lost the files :(
 

Pawls to the Wall

Smash Journeyman
Joined
May 2, 2010
Messages
235
Location
____Houston, Texas____ Posts: 1,071 +
I'm new to this forum. Why haven't there been more significant character vertex hacks? I'm mean, something more complex than batman ears on Falcon. Something like...introducing an entirely new character model like they do in Brawl vertex hacking.

Is it just too difficult or is it impossible?
 

Mario & Sonic Guy

Old rivalries live on!
Joined
Sep 18, 2007
Messages
22,424
Location
Mushroom Kingdom
NNID
TPitch5
3DS FC
5327-1637-5096
I'm new to this forum. Why haven't there been more significant character vertex hacks? I'm mean, something more complex than batman ears on Falcon. Something like...introducing an entirely new character model like they do in Brawl vertex hacking.

Is it just too difficult or is it impossible?
Hacking Melee is very difficult, since it has no MDL0 content.

If a game has MDL0 files, then it's often possible to hack the game. However, not all MDL0 files operate like Brawl's MDL0s, and some of those MDL0s are even in files that use a different compression than the lz77 compression that Brawl uses.
 

Pawls to the Wall

Smash Journeyman
Joined
May 2, 2010
Messages
235
Location
____Houston, Texas____ Posts: 1,071 +
Hacking Melee is very difficult, since it has no MDL0 content.

If a game has MDL0 files, then it's often possible to hack the game. However, not all MDL0 files operate like Brawl's MDL0s, and some of those MDL0s are even in files that use a different compression than the lz77 compression that Brawl uses.
Thanks. I just figured since stage hacking was being done, that character model hacking shouldn't be too much more difficult. I'm not dedicated enough to figure it out myself, lol.
 

Hydro_Smasher

Smash Journeyman
Joined
Jan 24, 2009
Messages
357
Location
Seaside, CA
Hacking anything can be relatively difficult without an interface, UI, and little information about nearly outdated formats and software.
 

felipe_9595

Smash Lord
Joined
Apr 9, 2010
Messages
1,431
Location
Chile
there is a way to bypass the time limit song on a normal iso?? or i have to download the rebuilded iso?
 

felipe_9595

Smash Lord
Joined
Apr 9, 2010
Messages
1,431
Location
Chile
can you link me to it???? on a side note, now isnt looping Dx well, i think youa re not gonna 1:30 min on the css to hear the gap xP
 

_Rocky_

Smash Ace
Joined
Jun 14, 2009
Messages
783
Location
611
The placements in my red falcon (p|careusd.dat) are broken. The arm textures go on his face and helmet if I place them according to the text file. Has anyone else had this problem?
 

The_Smash_Champ

Banned via Warnings
Joined
Oct 9, 2005
Messages
397
The placements in my red falcon (p|careusd.dat) are broken. The arm textures go on his face and helmet if I place them according to the text file. Has anyone else had this problem?
I had the same problem bro, i ended up just not using that one. It seems like certain parts dont go into the hex file like Steelia put in. If you want we can try figuring out where everything is supposed to go by simply looking at the default through the hex code.
 

The_Smash_Champ

Banned via Warnings
Joined
Oct 9, 2005
Messages
397
So thats why my viewtiful joe texture was messed up. dang it. I got frustrated and quit. I KNEW I WAS DOING EVERYTHING RIGHT.
Yeah every other falcon ive used works fine. Change around Neutral falcon since there arent any "must have" neutral falcon textures out there.
 

Pi

Smash Hero
Joined
Feb 5, 2008
Messages
6,038
Location
Lake Mary, Florida
The load times on my burnt melee DVD vary, but are always longer (some times a little, some times a lot) than regular melee load times.

I played a hacked version at pound and its loadtimes were seamless, any ideas why mine might be longer?
 

Korrupshen

Smash Ace
Joined
Apr 4, 2010
Messages
518
Location
dat place
The load times on my burnt melee DVD vary, but are always longer (some times a little, some times a lot) than regular melee load times.

I played a hacked version at pound and its loadtimes were seamless, any ideas why mine might be longer?
Did you press "no" when it said "Did you wanna keep the old TOC file size"

Maybe that can be the problem...
 

Pi

Smash Hero
Joined
Feb 5, 2008
Messages
6,038
Location
Lake Mary, Florida
Did you press "no" when it said "Did you wanna keep the old TOC file size"

Maybe that can be the problem...
when replacing textures/audio? no i made sure always to press 'no' when it ask me to change file size

except for one time when i did place the jiggs neutral constume file size by accident
but i replaced it back to normal and it seems to be working okay now
 

Korrupshen

Smash Ace
Joined
Apr 4, 2010
Messages
518
Location
dat place
I'm gonna wait to someone makes a Auto HPS Maker because I edited a song to completely loop, but when I use the tools to turn it to a hps file, it messes up the seamless loop.

Yea......so Imma wait to see if anyone makes one.
 

Rykard

Smash Ace
Joined
Feb 1, 2008
Messages
797
Location
Poughkeepsie, NY
I'm gonna wait to someone makes a Auto HPS Maker because I edited a song to completely loop, but when I use the tools to turn it to a hps file, it messes up the seamless loop.

Yea......so Imma wait to see if anyone makes one.
were you inserting it into the original file or doing the 15 minute version? the original melee hps files have their own loop points (aside from the 15 minute movie) which generally don't line up with anything that is made to be in it's place on a hacked copy.
 

SleepyK

Banned via Administration
Joined
Mar 26, 2006
Messages
5,871
i would assume that no one is making one.

you could be waiting for quite a long time,
 

TheDekuNut

Smash Journeyman
Joined
May 27, 2010
Messages
413
Location
NJ
an easy way to bypass this is to loop it within the file you made. i did this for a song that lasted just over a minute (matrix vs neo). i looped it seamlessly to the best of my ability then repeated i about 10 times to fit within SleepK's 14 minute. you never actually hear the bad loop at the end cause you never really play the game that long anyway. hope that helps, its your best solution as of now and for a long time as Sleepyk says.
 

Korrupshen

Smash Ace
Joined
Apr 4, 2010
Messages
518
Location
dat place
were you inserting it into the original file or doing the 15 minute version? the original melee hps files have their own loop points (aside from the 15 minute movie) which generally don't line up with anything that is made to be in it's place on a hacked copy.
I was doing the 15 min version, and can someone upload the unedited movie for whatever version that 15 min hacked iso is.

i would assume that no one is making one.

you could be waiting for quite a long time,
I feel that way too....:(

an easy way to bypass this is to loop it within the file you made. i did this for a song that lasted just over a minute (matrix vs neo). i looped it seamlessly to the best of my ability then repeated i about 10 times to fit within SleepK's 14 minute. you never actually hear the bad loop at the end cause you never really play the game that long anyway. hope that helps, its your best solution as of now and for a long time as Sleepyk says.
Yeah, I was thinking that..but when I do my 99-stock speed run practice I hate unsexy loops LOL, but anyways thats true, I could be waiting here for a while.


Also, does the Brawl Custom Song Maker similar to the making of a hps file manually? If so, maybe we can get the source code then configure the code to have the program make hps files instead of bstrm files.
 

Ryzol_

Smash Apprentice
Joined
Jul 22, 2009
Messages
176
Location
Greenville, SC (school) Charlotte, NC(break)
Hitbox Interaction
.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
..............................................^

Length: 2 bits within 1 byte
Range: 0-3
Bits Used:
.....15
| WWWQ QQPP |


This parameter changes what hitboxes the hitbox is able to hit.

0 .Does not hit any hitboxes?
1 .Possibly able to hit something that 0 can't?
2 .?
3 .Able to hit any hitboxes while on the ground, and projectiles on ground or in air


Marth's neutral-B has 0 while his side-B has 1 (except for 3-Down which has 3), but I don't know of any differences regarding what they can hit.
I don't know what 0 means. 1 probably means the hitbox does not clash with other ground moves, as Marth's side B does not clash with ground moves. 2 might be for Falco's and Fox's lasers.
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
I don't know what 0 means. 1 probably means the hitbox does not clash with other ground moves, as Marth's side B does not clash with ground moves. 2 might be for Falco's and Fox's lasers.
Neutral B does not clash with ground moves either. Space animal lasers do not have the bits set to 2.


What Magus listed as V has something more to do with space animal lasers, methinks.



Code:
Falco's Laser:
2C 00 00 03 01 2C 00 00 00 00 FF 38 B4 99 00 A0 00 0[COLOR="Orange"]0[/COLOR] 00 47
2C 80 00 03 01 2C 00 00 00 00 FC 5B B4 99 00 A0 00 0[COLOR="Orange"]0[/COLOR] 00 47
2D 00 00 03 01 2C 00 00 00 00 F9 7E B4 99 00 A0 00 0[COLOR="Orange"]0[/COLOR] 00 47
2D 80 00 03 01 2C 00 00 00 00 F6 A0 B4 99 00 A0 00 0[COLOR="Orange"]0[/COLOR] 00 47


Samus' Charge Shot (full):
2C 00 00 19 04 B0 00 00 00 00 00 00 B4 92 00 00 19 0[COLOR="Orange"]A[/COLOR] 06 9F
Change 0A to 09 and charge shot doesn't clank.

Mario's Fireball
2C 00 00 06 02 58 00 00 00 00 00 00 B4 86 40 00 02 8[COLOR="Orange"]6[/COLOR] 00 23
Change 86 to 85 and the fireball doesn't clank.
Turning the bit on doesn't seem to do anything for Falco's lasers, though. There's something else that makes lasers unique.

Also, interestingly enough, Sheik's needles still cancel out the new fireball and charge shot.
 

TheDekuNut

Smash Journeyman
Joined
May 27, 2010
Messages
413
Location
NJ
hey i want to have matches in debug mode. is there a way to make the c-stick functional in debug?
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
Projectile hitboxes seem to always have a 4 byte command that follows them. Dunno what it does. Here's the few I had looked up before:

Code:
[COLOR=#bab0ff][B][U]Falco - Neutral-B[/U][/B]
2C 00 00 03 01 2C 00 00 00 00 FF 38 B4 99 00 A0 00 00 00 47 [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 80 00 03 01 2C 00 00 00 00 FC 5B B4 99 00 A0 00 00 00 47 [COLOR="Yellow"]10 FD D0 00[/COLOR]
2D 00 00 03 01 2C 00 00 00 00 F9 7E B4 99 00 A0 00 00 00 47 [COLOR="Yellow"]10 FD D0 00[/COLOR]
2D 80 00 03 01 2C 00 00 00 00 F6 A0 B4 99 00 A0 00 00 00 47 [COLOR="Yellow"]10 FD D0 00[/COLOR]

[B][U]Falco - Side-B[/U][/B]
 (Ground)
2C 00 00 07 04 29 00 00 06 00 00 00 20 8F 00 00 25 0E 00 8F [COLOR="Yellow"]10 E4 50 00[/COLOR]
 (Air)
2C 00 00 07 04 29 00 00 06 00 00 00 87 11 80 00 23 0E 00 4F [COLOR="Yellow"]10 E4 50 00[/COLOR]  


[B][U]Fox - Side-B[/U][/B]
 (Ground)
2C 00 00 07 04 29 00 00 03 E8 00 00 28 0A 00 00 22 0E 00 8F [COLOR="Yellow"]10 A4 50 00[/COLOR]
 (Air)
2C 00 00 07 04 29 00 00 03 E8 00 00 28 0F 00 00 22 0C 00 8F [COLOR="Yellow"]10 A4 50 00[/COLOR]


[B][U]Sheik - Neutral-B[/U][/B]
2C 00 20 03 01 F4 00 00 00 00 00 00 00 08 80 00 0C 0C 00 0E [COLOR="Yellow"]10 F5 D0 00[/COLOR]
2C 80 20 03 01 F4 00 00 00 00 00 00 23 08 80 00 0C 0C 00 0D [COLOR="Yellow"]10 F5 D0 00[/COLOR]
2D 00 00 03 01 F4 00 00 00 00 03 E8 00 08 80 00 0C 0C 00 0D [COLOR="Yellow"]10 F5 D0 00[/COLOR]
2D 80 00 03 01 F4 00 00 00 00 FC 18 00 08 80 00 0C 0C 00 0D [COLOR="Yellow"]10 F5 D0 00[/COLOR][/COLOR]
 

SypherPhoenix

Smash Lord
Joined
Feb 12, 2007
Messages
1,563
Location
Fairfax, VA
Projectile hitboxes seem to always have a 4 byte command that follows them. Dunno what it does.
I actually noticed this too, but I guess I just didn't think much of it. I just now changed Sheik's needles' 4-byte tail to that of Falco's laser, but I didn't see any change (I know, I should have done it the other way around). I'll try to do more testing when I have more time later tonight/tomorrow/whenever.


And just for reference...
Code:
[B][U]Samus - Neutral B[/U][/B]
2C 00 00 03 01 2C 00 00 00 00 00 00 B4 8A 80 00 07 0A 00 1F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 05 01 90 00 00 00 00 00 00 B4 8B 80 00 08 0A 00 1F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 08 01 F4 00 00 00 00 00 00 B4 8C 80 00 0A 0A 00 1F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 0B 02 58 00 00 00 00 00 00 B4 8D 80 00 0C 0A 00 5F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 0E 02 BC 00 00 00 00 00 00 B4 8E 80 00 0E 0A 00 5F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 12 03 20 00 00 00 00 00 00 B4 8F 80 00 10 0A 00 5F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 15 03 84 00 00 00 00 00 00 B4 90 80 00 12 0A 00 5F [COLOR="Yellow"]10 FD D0 00[/COLOR]
2C 00 00 19 04 B0 00 00 00 00 00 00 B4 92 00 00 19 0A 06 9F [COLOR="Yellow"]10 FD D0 00[/COLOR]

[B][U]Mario - Neutral B[/U][/B]
2C 00 00 06 02 58 00 00 00 00 00 00 B4 86 40 00 02 86 00 23 [COLOR="Yellow"]10 FD D0 00[/COLOR]
I thought I had Pikachu's spark data written down, but I can't seem to find it. :ohwell:
 
Top Bottom