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they did do that at EVO2014 but after Nintendo got involved, everybody stopped using modified versions of the game for big tournaments. Not sure if there is a EVO2014 build, but I know for a fact there is a BEAST V build somewhere for download
I haven't seen a build with evo logos plastered on everything but it wouldn't be very hard to make one on top of a normal 20XX root - unless you aren't interested in doing it yourself, rofl. It's not too hard.
I swapped these two peach skins so that they will replace their more respective color and be usable in teams. Also i added an out-of-frame texture that i forgot before for the ice peach.
@Veggies
You can just remove the old ones and throw these on if you'd like.
Well I've been trying to figure the pokemon stadium platforms on and off for the last month and I'm drawing a blank. I've gone through the dat and gotten rid of everything that doesn't change the color on the platforms or crash the game upon loading the stage. So if anyone wants to try to figure it out themselves, here's a starting point. It does crash randomly sometimes, particularly with smash attacks and anytime bowser is played. Here's what it looks like now
Also there's a bunch of CF ## effects that change the color of the fireworks in the background from 22DF5-23B8F. I've also got a lot of notes on changing the other colors on the on the stage that I'll try to sort through and post
Yeah, that's using Jorgasm's method, iirc, which loads the base platform texture instead of the normal texture. I'm trying to change them independently, and if that's accomplished then we can change the arrows and grey bars as well.
Yo a powerpuff grills skin pack for Falcon would be super clean with Blossom,Buttercup, and Bubbles and maybe a mojo jo jo skin. Could someone try to do these please?
I put a few custom character textures, a new CSS and lots of custom map textures and I have so far, encountered three problems whilst playing 20XX after this:
1. I cannot taunt anymore as every time I press up on my d-pad with any character, it just freezes wherever it is. However, a frozen player can still be grabbed and thrown and when hit, they are still damaged by each hit.
2. The damage of player 2 constantly flickers to their actual damage when they are hurt and a random, rising and falling number when they are not being hurt.
3. Captain Falcon's last skin (maybe 5th or 6th) is shown as Ice Climbers on the CSS.
Yo a powerpuff grills skin pack for Falcon would be super clean with Blossom,Buttercup, and Bubbles and maybe a mojo jo jo skin. Could someone try to do these please?
I'm quite shocked its not more? I've only made 2 stages and a puff skin and i'm at almost 1000 (thanks for reminding me that you can see that info!). Anyway I think the improvement in your work is pretty evident.
I'm quite shocked its not more? I've only made 2 stages and a puff skin and i'm at almost 1000 (thanks for reminding me that you can see that info!). Anyway I think the improvement in your work is pretty evident.
Been flipping through the 20xx hack pack page and noticed you can make custom skins, then I found my way here.
Looks like you guys have allot of cool skins, but not much in the way of Yoshi skin, but theirs is not much to work with anyway.
So I made a skin up real quick from that Yohsi's woolly world game.
Got a decent texture scale for the yarn, now I need to make the yarn texture repeatable. Then the colors need to be refined to a different shade's of green and red.
Also I can't seem to change the texture that goes on the white part of him as-well. There is also some blue leaking through from the same texture too.
Been flipping through the 20xx hack pack page and noticed you can make custom skins, then I found my way here.
Looks like you guys have allot of cool skins, but not much in the way of Yoshi skin, but theirs is not much to work with anyway.
So I made a skin up real quick from that Yohsi's woolly world game.
Got a decent texture scale for the yarn, now I need to make the yarn texture repeatable. Then the colors need to be refined to a different shade's of green and red.
Also I can't seem to change the texture that goes on the white part of him as-well. There is also some blue leaking through from the same texture too.
Been flipping through the 20xx hack pack page and noticed you can make custom skins, then I found my way here.
Looks like you guys have allot of cool skins, but not much in the way of Yoshi skin, but theirs is not much to work with anyway.
So I made a skin up real quick from that Yohsi's woolly world game.
Got a decent texture scale for the yarn, now I need to make the yarn texture repeatable. Then the colors need to be refined to a different shade's of green and red.
Also I can't seem to change the texture that goes on the white part of him as-well. There is also some blue leaking through from the same texture too.
Looks really good. The blue that's leaking through actually has nothing to do with the textures themselves, each texture has a certain color that it reflects.
In the melee toolkit you can change these pretty easily by using the tab labelled "nodes". You can open the first one after the header, for blue yoshi it's PlyYoshi5kBu_Share_joint. Then the JointNode, then each of the the JointDataNodes has a MaterialColorNode below the MaterialNode. If you click on the MaterialColorNode it'll show you some data on the texture. The box at offset 0x08 displays the reflected color for the corresponding texture. The JointDataNodes are numbered the same as the textures are shown, so the first JointDataNode corresponds to texture 1, second JointDataNode to texture 2, etc. However they go past the number of textures that are shown in the melee toolkit, I've always guessed that those correspond to textures that aren't shown by the melee toolkit and are in Steelia's packs but I haven't tested it.
Here's a picture to help
So that's the 10th JointDataNode, and the 10th texture is the side view of yoshi. If I change the reflected color to be 00ff00
This is what you get
You can see that his leg is reflecting a green color now. Also the numbering convention isn't always the case, so it's usually a good idea to look for all of the same blue color in the MaterialColorNodes and change them all. Like I tested the 14th JointDataNode and it changes his tail.
And if you change the reflected color to be 000000 then there will be no reflection. Which I tend to do when there's a texture that doesn't look like it'd actually reflect a color.
Hope this helps.
I don't know if there's a separate thread for reporting glitches, but I found an interesting one. I've downloaded two Peach costumes (Emo Peach and Miku Hatsune), and my friend and I were playing and he was pulling an unusual amount of special turnips, especially stitch face (i.e. at least 5 in one match, twice in one stock, and it happened several games in a row). When he went back to playing the normal Peach colors as well as the alternates that came with the 20xx pack, everything was normal. I will be posting this in two other threads.
And if you change the reflected color to be 000000 then there will be no reflection. Which I tend to do when there's a texture that doesn't look like it'd actually reflect a color.
Hope this helps.
Hey, so, If I wanted to take a texture that usually is completely matte, and make it shiny, how would I do that?
I'm trying to give Falco a leather jacket, and making it shine like one would be awesome. I used your advice to remove the shine from his legs, but when I go to the jacket's texture, expecting the hex to say 000000ff, it's already white instead (ffffffff). Is there another hex code somewhere that controls the intensity of reflections?
Out of curiosity, what does the -ff at the end of the hex colors mean?
Hey, so, If I wanted to take a texture that usually is completely matte, and make it shiny, how would I do that?
I'm trying to give Falco a leather jacket, and making it shine like one would be awesome. I used your advice to remove the shine from his legs, but when I go to the jacket's texture, expecting the hex to say 000000ff, it's already white instead (ffffffff). Is there another hex code somewhere that controls the intensity of reflections?
Out of curiosity, what does the -ff at the end of the hex colors mean?
Not really. You can make it look a bit shinier but it won't be dynamic when moving the camera. The first two offsets are responsible for tinting the texture, here's an example with Falco's jacket, making it tinted green.
So to tint it green change them to 00ff00ff
Which then changes this
To this
So if you play around with the colors it can be better than nothing. Most of the time I end up leaving it alone though.
As to what the -ff means at the end of the color means. Well I'm not really sure about why it's there, I've always assumed it's just there to break up the parts. The full explanation about what the MaterialColorNode is reading is what's called a 4248 effect. For a 4248 effect the standard format goes:
AA AA AA FF BB BB BB FF CC CC CC FF DD DD DD DD 42 48 00 00
A - Color 1
B - Color 2
C - Reflected color
D - Transparency value
All the other values shown are, usually, the same for all 42 48 effects. So for the example I just gave with Falco's jacket it says offset 7F00. If you open PlFcNr.dat and go to offset 7F00 you'll see this
Which is just the full effect listing.
If you want to learn more about effects like this there's a stickied post, Changing Color Effects in Melee, about it with a lot more info. It's what you use in order to make stuff like the rainbow shine or alternate laser colors.
The converse are amazing. It would be cool to experiment with a "Greaser" variation, where he has skin colored feathers and his hair spikes are black. Lol I can see it so well.
Not really. You can make it look a bit shinier but it won't be dynamic when moving the camera. The first two offsets are responsible for tinting the texture, here's an example with Falco's jacket, making it tinted green.
So to tint it green change them to 00ff00ff
Which then changes this
To this
So if you play around with the colors it can be better than nothing. Most of the time I end up leaving it alone though.
As to what the -ff means at the end of the color means. Well I'm not really sure about why it's there, I've always assumed it's just there to break up the parts. The full explanation about what the MaterialColorNode is reading is what's called a 4248 effect. For a 4248 effect the standard format goes:
AA AA AA FF BB BB BB FF CC CC CC FF DD DD DD DD 42 48 00 00
A - Color 1
B - Color 2
C - Reflected color
D - Transparency value
All the other values shown are, usually, the same for all 42 48 effects. So for the example I just gave with Falco's jacket it says offset 7F00. If you open PlFcNr.dat and go to offset 7F00 you'll see this
Which is just the full effect listing.
If you want to learn more about effects like this there's a stickied post, Changing Color Effects in Melee, about it with a lot more info. It's what you use in order to make stuff like the rainbow shine or alternate laser colors.
Not sure if you know this or not, but here is how to find this type of data for any texture (as long as you know the offset for the texture -> Steelia's packs).
In the above picture, the line following the texture offset pointer is 0x00400040 = 0xXXXXYYYY = Pixel dimensions X x Y
The jacket texture is 64x64 pixels and 64 in hex = 0x40.
The line after this is the texture type. 0x0e = decimal 14 = _14 CMPR image
I think Jorgasms already talked about this, though, so you probably already know this.
@VikingSteeez
the FF at the end normally refers to the alpha value. FF = opaque, 00 = transparent, and values in between. But idk if it does anything with the 4248 format.