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Official Melee Texture Hack Thread

krvntn

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Cyke_g
Noice, keep it up

I figured my problem out



You just have to put a black background and then write white stuff above it. Simple heh. Heh.
 

CeLL

Smash Lord
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Jan 26, 2014
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Noice, keep it up

I figured my problem out



You just have to put a black background and then write white stuff above it. Simple heh. Heh.
The way that kind of texture works is it takes a value in some sort of color format (like 42 48 or 07 07 07) and multiplies that by the value of the pixel, so if you have white (which is FF) it's going to turn out at the full color of the color effect, but if you have black (which is 0), it will be 0 * color, which is 0, which is transparent. At least that's how I think it works.

Your Respawn mod is looking great btw
 
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SnG | Skin

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By the way, does anyone know how jigglypuff's eye textures work? I know they have a palette but im still not 100% sure how those work. I've changed my replacement png's down to indexed with like 4 colors but im still getting issues. Any ideas?
 

krvntn

Smash Apprentice
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Messages
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Location
Lyon, France
NNID
Cyke_g
The way that kind of texture works is it takes a value in some sort of color format (like 42 48 or 07 07 07) and multiplies that by the value of the pixel, so if you have white (which is FF) it's going to turn out at the full color of the color effect, but if you have black (which is 0), it will be 0 * color, which is 0, which is transparent. At least that's how I think it works.

Your Respawn mod is looking great btw
Didn't know stage texts used that too, does that mean that we can change their color to whatever we want ?

Thanks. It came from a simple reskin of Falcon, to a more elaborate one, stages & then this, I've learned so much :v
 

CeLL

Smash Lord
Joined
Jan 26, 2014
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Didn't know stage texts used that too, does that mean that we can change their color to whatever we want ?

Thanks. It came from a simple reskin of Falcon, to a more elaborate one, stages & then this, I've learned so much :v
If you know where the color is, yes, you can change it. According to @OmnipotentSpoon's new documentation:
96C44 - 07 07 07 04 FF FF FF 00 FF FF FF
Color 1 - Stage name
Color 2 - Outline of the stage name
 
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DRGN

Technowizard
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Aug 20, 2005
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Sacramento, CA
By the way, does anyone know how jigglypuff's eye textures work? I know they have a palette but im still not 100% sure how those work. I've changed my replacement png's down to indexed with like 4 colors but im still getting issues. Any ideas?

There was a lot of talk about eye textures in the How to Hack Any Texture thread here.

iirc, Jiggs has some eye textures where the palette follows directly after the image data, but several others where the palettes are separate. The latter are a pain. And when you use DTW, you need to give it the offset for the palette data as well as the offset for the palette. You'll know that once you check out the other thread though, so I'll just leave you to that.

Noice, keep it up

I figured my problem out



You just have to put a black background and then write white stuff above it. Simple heh. Heh.
Didn't know stage texts used that too, does that mean that we can change their color to whatever we want ?

Thanks. It came from a simple reskin of Falcon, to a more elaborate one, stages & then this, I've learned so much :v
Cool! Glad it's working out.

If you want to consider more advanced color changing hacking, you can start by looking at this for info on the different kinds of textures. Some don't support color and/or transparency; so it's up to the texture type. Now look at the bits per pixel. That (combined with the width and height of the texture) is what determines how much space the image data takes up in the file. You can replace a texture with that of a different type if the bits per pixel are the same or less than the original's. But you must also change the texture's header (assuming you know how to find the header, which is basically just done by searching for the image data pointer) to use the new type. That's how I got color on the CSS closed port doors.

Edit: Hey, I just remembered, weren't you going to make a gif of you applauding someone? haha
 
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SnG | Skin

Smash Apprentice
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College Station, TX
There was a lot of talk about eye textures in the How to Hack Any Texture thread here.

iirc, Jiggs has some eye textures where the palette follows directly after the image data, but several others where the palettes are separate. The latter are a pain. And when you use DTW, you need to give it the offset for the palette data as well as the offset for the palette. You'll know that once you check out the other thread though, so I'll just leave you to that.
The thread is definitely helping, but i'm still a little confused. In your post you said:
Anyways, I went to the image header, then the texture object from there and found 8 offsets together; I figured the first 4 are a group of image headers and the second 4 are for palette headers. Since the image is 3rd in the group, I picked the 7th offset and followed that to the palette header to find the offset to the palette data. The number of colors for the palette corroborated the venture. As soon as all of this is figured out I'm going to automate it.
I found the image header (I assume, you called them texture headers in the guide thread) for jigglypuff's Left closed eye texture at 0x19AB8. Then you said you went to the texture object which im not 100% what is. Since the header only gave me an offset for the image data, i followed that but didn't find any offsets at the destination.
 

DRGN

Technowizard
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The Melee dat format thread explains more in depth, but basically objects in the game, whether it be a texture, "material", model, or other entities, are connected together in a hierarchy structure. Image data and palette data are the very bottom. Moving up from those, with the searching method I mentioned, you have the image headers (which tell the texture's height, width, and image type), and the palette headers (which tell the number of palette entries and the palette type), respectively. Moving up from those you should come to the texture header, which should contain the pointers (offset) to both the image and palette headers. (Textures which don't have a palette simply have 00000000 where the pointer for the palette header would be.) So that's how you can find a palette that's separate from the image data. But unfortunately, sometimes the game designers liked to switch things up and follow a different pattern. Sometimes the texture header appears to be a group of image/palette headers. In which case, I think the first half listed would be pointers to the image headers, and the second half would be for the palette headers. Luckily the two sets are in the same order though.
 
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SnG | Skin

Smash Apprentice
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144
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The Melee dat format thread explains more in depth, but basically objects in the game, whether it be a texture, "material", model, or other entities, are connected together in a hierarchy structure. Image data and palette data are the very bottom. Moving up from those, with the searching method I mentioned, you have the image headers (which tell the texture's height, width, and image type), and the palette headers (which tell the number of palette entries and the palette type), respectively. Moving up from those you should come to the texture header, which should contain the pointers (offset) to both the image and palette headers. (Textures which don't have a palette simply have 00000000 where the pointer for the palette header would be.) So that's how you can find a palette that's separate from the image data. But unfortunately, sometimes the game designers liked to switch things up and follow a different pattern. Sometimes the texture header appears to be a group of image/palette headers. In which case, I think the first half listed would be pointers to the image headers, and the second half would be for the palette headers. Luckily the two sets are in the same order though.
Alright so im following for the most part, starting with the image data for her left eye closed which is at offset 0x1dea0. Then i move upward from there by subtracting 0x20 from the offset and searching for those hex values, which lands me at offset 0x19AB8, presumably the image header as it follows the format. From there i take that offset and subtract 0x20 and search for that to hopefully find the texture header, which lands me at offset 0x19B20. This should be the texture header if im correct so far, but im not really sure what im looking for. There is an offset immediately following the one that leads back to the image header that i would assume is the palette header, so i followed that to offset 0x19ad0 and this is where i got stuck. Landing here is just another texture header, so im not quite sure how to transition from the texture header to the palette header, if what im doing so far is correct.

EDIT: OH GOD i just completely disregarded the part in your post about the 8 offsets and the first 4 being image headers. God that was a bonehead mistake, i think i found the palettes now.

Got everything completed. I took some notes alone the way as to where the palettes were so some other people may find this useful. I think i'm going to write a guide on working on this type of palette though since this was the only thing that really stumped me so far, so i'll put the data there too.

Palette offsets:
0x2dea0 - 8EyeHalfL
0x2e000 - 9EyeClose-L
0x2e420 - 10EyeHurtL

0x3a580 - 11EyeHalfR
0x3a6e0 - 12EyeClose-R
0x3a820 - EyeHurtR
 
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krvntn

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Cyke_g
@ DRGN DRGN I can't ahah, I'm already busy with enough stuff already

Alright, so I think my work on these things is finished. @achilles1515, this is for you, take a look.






Well, apart from character portraits I need to do for the textures I put, I'm pretty much finished here. Next thing I'll try to do is changing the "READY? GO!" at the start of battles. In fact I already made the textures, I just need the documentation. Take a look, tell me what you think about these.


 

SnG | Skin

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That looks legit. I really like the Ready? GO! I'd be interested in a version without the bar name (no offense, just like the blue color).
Where did you get that Mushroom Kingdom 2 map as well? It isn't in the OP.
 

SnG | Skin

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Thanks!

Awesome, looks great man.

Also, a little sidenote, i figured the problem I was having with the leaves on Dreamland was the same issue as jigglypuff's eyes (Having a palette in a different place) but when i tried my same method, taking the leaf offset minus 0x20 and searching for it to find the image header, i came up with nothing. There must be a header somewhere but i can't think of how else to find it.
 

SLUGS

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Jun 29, 2014
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@ DRGN DRGN I can't ahah, I'm already busy with enough stuff already

Alright, so I think my work on these things is finished. @achilles1515, this is for you, take a look.






Well, apart from character portraits I need to do for the textures I put, I'm pretty much finished here. Next thing I'll try to do is changing the "READY? GO!" at the start of battles. In fact I already made the textures, I just need the documentation. Take a look, tell me what you think about these.


Yo talk about your SSS man! More specifically about the background image. What did you use?
 

krvntn

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Looks like Ready? is at offset 0x64940 and GO! is at 0x5D3A0. I didn't test it but with dolphin dumping/png-to-tpl/texture finder this is what i found. Let me know if it works.
these are hexadecimal offsets, I need placements :v (and ever if I am wrong, it crashes mah game)

Yo talk about your SSS man! More specifically about the background image. What did you use?
I took a random background from wallhaven and changed its color. Made the gibberish on my own tho.




EDIT: Made a search, found what I needed :v

^ Huh, I don't recall that intensity of lighting used before... unless it was used for the Dark Link event match. Really neat.



Well, you'll be happy to know I figured out where the "READY" and "GO!" files are located, Zyx! They're located in the .DAT and .USD file named "IfAll".

Code:
Colored bar - 0005cce0 (32)

READY - 0005d3a0 (30)

GO! - 00064940 (32 lines)
I haven't found "GAME", 5, 4, 3, 2, 1 yet because I haven't ripped 'em... but when I do, I'll be sure to share their placements and textures as well. :)
Thanks to this, I got this result without problems.




Note for myself : GAME - 00076280
 
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SLUGS

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these are hexadecimal offsets, I need placements :v (and ever if I am wrong, it crashes mah game)



I took a random background from wallhaven and changed its color. Made the gibberish on my own tho.




EDIT: Made a search, found what I needed :v



Thanks to this, I got this result without problems.


Good stuff man!
 

krvntn

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Thanks I think I'll upload a version without the respawn thingies here, gimme a sec

edit: yeah no screw that, dtw doesn't seem to want to change the file in question, dunno why.
 
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SLUGS

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Thanks I think I'll upload a version without the respawn thingies here, gimme a sec

edit: yeah no screw that, dtw doesn't seem to want to change the file in question, dunno why.
Does it give you an error message? Sometimes I found it's better to use .tpl's than .png's (assuming you're using .png's anyway). Idk if that's your problem jits just something I've run into.
 

krvntn

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Well at first I used the pngs, that changed the GO! but not the READY?, then I used tpls, changed the two, and now that I want to change back to another it simply won't change it lol
 

SLUGS

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Well at first I used the pngs, that changed the GO! but not the READY?, then I used tpls, changed the two, and now that I want to change back to another it simply won't change it lol
Screen shot?
 

Br0h

Smash Rookie
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Jan 31, 2015
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Does anyone know the file names for the character profiles at the bottom of the select screen? Thanks.
 

SnG | Skin

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Such a great job on this texture. Could you possible make a Cloud 9 Marth? I'm also quite bad at making textures and would very much appreciate this. :)
Absolutely! That was my next plan anyhow. Unfortunately im not sure how to make the emblem on marth's cape more opaque and i couldn't find anything on boards about it either, but i think the clg logo still looked okay so i'll probably do the same thing for C9.

Also i guess i should do a YouPorn skin for ganon. God that'll be an adventure....

EDIT: Heres a version of @ krvntn krvntn 's Ready? GO! Without the respawn logo. Thanks man!
http://www.mediafire.com/download/osp4x521fjoxpvz/
 
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Saxon116

Smash Journeyman
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Apr 9, 2015
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Paris Melee Workshop
@ krvntn krvntn how do you change "no character" texture in the char select?

Also, does anyone know where to find a good guide on modifying textures like the pokéball on pokémon stadium, or the ball under battlefield?
 

Astaroth

Melee-Fan
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Jan 12, 2014
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Bavaria - Germany
@ krvntn krvntn how do you change "no character" texture in the char select?

Also, does anyone know where to find a good guide on modifying textures like the pokéball on pokémon stadium, or the ball under battlefield?
This is an awesome guide if you want to hack textures

a veeery short summary:

Method 1:

1. Open your Dolphin Emulator and go to Graphics -> Advanced -> Dump Textures
2. Go to Documents -> Dolphin Emulator -> Dump -> Textures -> GALE01
3. Start Melee
4. All loaded textures will be shown in the GALE01 folder. (meaning if you haven't loaded Pokémon Stadium for example, then the Pokémon Stadium textures aren't loaded and won't be shown in the folder)
5. Save the texture(s) you want to change into another folder or to the Desktop and edit it with Photoshop or GIMP (keep the name it had in the GALE01 folder)
6. Save the changed texture(s) to Documents -> Dolphin Emulator -> Load -> Textures -> GALE01
7. Empty the dumped textures, turn off "Dump Textures", turn on "Load Custom Textures"

I don't remember Method 2 correctly, so instead of taking the risk of writing something dumb I'll just leave it lol
With the second Method you modify the stage/character file itself, so you don't need to turn on "Load Custom Textures" and can send your hack to other people.

:)
 

Saxon116

Smash Journeyman
Joined
Apr 9, 2015
Messages
215
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Paris Melee Workshop
This is an awesome guide if you want to hack textures

a veeery short summary:

Method 1:

1. Open your Dolphin Emulator and go to Graphics -> Advanced -> Dump Textures
2. Go to Documents -> Dolphin Emulator -> Dump -> Textures -> GALE01
3. Start Melee
4. All loaded textures will be shown in the GALE01 folder. (meaning if you haven't loaded Pokémon Stadium for example, then the Pokémon Stadium textures aren't loaded and won't be shown in the folder)
5. Save the texture(s) you want to change into another folder or to the Desktop and edit it with Photoshop or GIMP (keep the name it had in the GALE01 folder)
6. Save the changed texture(s) to Documents -> Dolphin Emulator -> Load -> Textures -> GALE01
7. Empty the dumped textures, turn off "Dump Textures", turn on "Load Custom Textures"

I don't remember Method 2 correctly, so instead of taking the risk of writing something dumb I'll just leave it lol
With the second Method you modify the stage/character file itself, so you don't need to turn on "Load Custom Textures" and can send your hack to other people.

:)
Edit: Example for Method 1
(sry for the double post)
Edit: Example for Method 1
(sry for the double post)
Thanks a lot man! I'm on a mac but I'll figure it out ;)
 

krvntn

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I don't want to be offensive but that bubbles texture from cs6 doesn't work really well.

I like what you did with his hands tho'
 
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SnG | Skin

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I don't want to be offensive but that bubbles texture from cs6 doesn't work really well.

I like what you did with his hands tho'
I don't know what bubbles texture you're talking about, but that's a tile filter on gimp. I like it, i think it looks a little scaly. All opinions are welcome though!
I actually just copied and stretched the neck texture over his hands so it wouldn't look completely matte.
 

Saxon116

Smash Journeyman
Joined
Apr 9, 2015
Messages
215
Location
Paris Melee Workshop
This is an awesome guide if you want to hack textures

a veeery short summary:

Method 1:

1. Open your Dolphin Emulator and go to Graphics -> Advanced -> Dump Textures
2. Go to Documents -> Dolphin Emulator -> Dump -> Textures -> GALE01
3. Start Melee
4. All loaded textures will be shown in the GALE01 folder. (meaning if you haven't loaded Pokémon Stadium for example, then the Pokémon Stadium textures aren't loaded and won't be shown in the folder)
5. Save the texture(s) you want to change into another folder or to the Desktop and edit it with Photoshop or GIMP (keep the name it had in the GALE01 folder)
6. Save the changed texture(s) to Documents -> Dolphin Emulator -> Load -> Textures -> GALE01
7. Empty the dumped textures, turn off "Dump Textures", turn on "Load Custom Textures"

I don't remember Method 2 correctly, so instead of taking the risk of writing something dumb I'll just leave it lol
With the second Method you modify the stage/character file itself, so you don't need to turn on "Load Custom Textures" and can send your hack to other people.

:)

This is what I've got so far.


It automatically changed the floor to white so I'll have to probably modify some color values to change that...
 

flieskiller

Smash Journeyman
Joined
Jan 3, 2013
Messages
426
This is what I've got so far.

It automatically changed the floor to white so I'll have to probably modify some color values to change that...
The last pixel of the logo gets repeated on all the stage, try to put the border of your logo transparent.
 
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