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Official Melee Texture Hack Thread

krvntn

Smash Apprentice
Joined
Aug 9, 2014
Messages
154
Location
Lyon, France
NNID
Cyke_g
Interesting! I'll Change that.
As a rule of thumb I never put a logo that's bigger than the Pokeball. That should help everyone.

The grey rectangles do not have any textures, my guess is that you would have to search their values with an hex editor.

If I am correct by the way, putting the values needed to change their colors here would always be nice
 

Saxon116

Smash Journeyman
Joined
Apr 9, 2015
Messages
215
Location
Paris Melee Workshop
As a rule of thumb I never put a logo that's bigger than the Pokeball. That should help everyone.

The grey rectangles do not have any textures, my guess is that you would have to search their values with an hex editor.

If I am correct by the way, putting the values needed to change their colors here would always be nice
I'll see if I can figure out that value soon.

Also, could someone clarify this? I'm trying to change the color of the platforms but it isn't as easy as the rest:

There were so many problems with this. It was actually frustrating.
1. The platform texture is transparent, white and grey. intertwined (not on top of) a green and yellow layer.
2. It's an I8 texture ( _1, white and black) not a CMPR (_14, colored).
3. Even when you change it, you mess up the arrows and lines around the Pokeball because they use the white texture as well.

In the stage below, the texture from the main floor is loaded onto the platforms above. This one just happens to be orange because I like orange. Unfortunately you lose those little yellow arrows on the top. I would suggest not messing with the other white texture at all (42 in steelia's pack).




Name: Pokemon Stadium w/Fixed Platform Colors
Made By: Joragsms
Download Link: http://www.mediafire.com/download/ab7vfvx9an80vq9/GrPs_platform_fix.zip
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
No one knows how to independently change the platform colors on Pokemon.

If you want them to be the same as the ground, then download Jorgasms' orange version and then just modify it from there. The platforms in this one use the same texture as the [default green] ground.
 

Saxon116

Smash Journeyman
Joined
Apr 9, 2015
Messages
215
Location
Paris Melee Workshop
No one knows how to independently change the platform colors on Pokemon.

If you want them to be the same as the ground, then download Jorgasms' orange version and then just modify it from there. The platforms in this one use the same texture as the [default green] ground.
Ok I'll try that, thanks
 

Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
Jorgasms said:
There were so many problems with this. It was actually frustrating.
1. The platform texture is transparent, white and grey. intertwined (not on top of) a green and yellow layer.
2. It's an I8 texture ( _1, white and black) not a CMPR (_14, colored).
3. Even when you change it, you mess up the arrows and lines around the Pokeball because they use the white texture as well.

In the stage below, the texture from the main floor is loaded onto the platforms above. This one just happens to be orange because I like orange. Unfortunately you lose those little yellow arrows on the top. I would suggest not messing with the other white texture at all (42 in steelia's pack).



Name: Pokemon Stadium w/Fixed Platform Colors
Made By: Joragsms
Download Link: http://www.mediafire.com/download/ab7vfvx9an80vq9/GrPs_platform_fix.zip
Alright. I've gotten more than enough PMs and questions on this topic so I'm going to end these once and for all. The ultimate goal is editing texture type flags (and in the case texture pointers) so that you can make a black and white texture colored.

Step 1: Find the Location of the Texture

Steelia was kind enough to release those location or you could also do it the old fashion way (with the help of @ DRGN DRGN 's awesome tools). The white texture for the platforms (AND THOSE ARROWS AND LINES ON THE BOTTOM!) is located at 0x00046ba0.

Step 2: Find the Texture Pointer(s)

Subtract 0x20 from that offset. If you care why, read the spoiler.

[collapse="Explanation"]
All of the files have a header that is 0x20 long which describes attributes of the file like length etc. The header does not change pointers which are just offsets stored in the file to say where certain things like textures are. Think of it like this. The file is constructed and all pointers are stored. It might look something like this.

Code:
0x00 - ABCDEFAB CDEFABCD EFABCDEF ABCDEFAB
0x10 - 00000000 11111111 22222222 44444444
0x20 - 55555555 66666666 77777777 88888888
0x30 - 00000000 00000000 00000000 00000010
At 0x3C, you'll find my arbitrary pointer, 0x10. Now let's add the header.

Code:
0x00 - 00000000 00000000 00000000 00000000
0x00 - 00000000 00000000 00000000 00000000
0x20 - ABCDEFAB CDEFABCD EFABCDEF ABCDEFAB
0x30 - 00000000 11111111 22222222 44444444
0x40 - 55555555 66666666 77777777 88888888
0x50 - 00000000 00000000 00000000 00000010
Notice that the pointer didn't change but the location of the texture has moved from 0x10 to 0x30. Subtract 0x20 people.

[/collapse]

Search for that new number. In this case, it's 0x00046b80. It should come up in a couple of spots as multiple objects use the same texture. You get 0x000021F0, 0x000022b0, 0x000024F4, and 0x00002618 for results here.

3. The Fun Part

The structure is as follows.

Code:
0x00 - 00046B80 - PPPPPPPP - pointer
0x04 - 00400040 - WWWWHHHH - width and height (or vice versa I forget)
0x08 - 00000001 - 000000TT - texture type
0x58 - 00040010 - 00LL0000 - layer flag

In the original file, I just the two platforms textures to match the ground textures.
 
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Cyjorg

tiny.cc/19XXTE
Joined
Nov 18, 2013
Messages
686
Location
Purdue University
@ Saxon116 Saxon116


Although I never saw a reason to until now, It's possible to change the platform colors independently. To do this, you'd have to do the following.

1. Change the texture flag from _1 to _14 (_e).
2. Enable texture dumping.
3. Load Pokemon.
4. Look at very messed up texture for the platforms.
5. Follow any of the other copious guides on how to change that messed up texture.

@Everyone
This can be used in very, very creative ways. My favorite of course is this (which someone much more lazy than me should work on!)

Currently, both CSPs and stage select screen icons are both _9 (forgot the name) textures which are twice (almost exactly) as long as _14/CMPR textures. Therefore, if we were to import then textures in as CMPR textures, we could load twice as many and write a gecko code to change the pointer to the image.

In Lehman's terms we go from this...

[collapse="current"]
one _9 texture at 0x44 in MnSlMap.dat
AA AA AA AA
AA AA AA AA

and 0x66
BB BB BB BB
BB BB BB BB

and somewhere in ram
80000044
80000066
[/collapse]

to this..

[collapse="new"]
two _14 textures at 0x44 in MnSlMap.dat
AA AA AA AA
BB BB BB BB

and 0x66
CC CC CC CC
DD DD DD DD

and somewhere in ram
80000044
80000066

and somewhere else
(insert gecko code here)
[/collapse]
 

Kale.

Smash Cadet
Joined
Oct 13, 2014
Messages
32
Location
Somewhere Obscure in Canada
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.




Note for myself : GAME - 00076280
This looks unreal! I'm trying to change the Ready? and Go! as well for a university 20XX hack of mine... I'm confused as to if I should put the pngs into both the IfAll.dat and the IfAll.usd or only one (I don't know the difference between the files really). Also, how do I find the names of the images that will allow me to put it in via DATTW (instead of the file name I get from Dolphin ripping)?
 

SnG | Skin

Smash Apprentice
Joined
Mar 25, 2015
Messages
144
Location
College Station, TX
This looks unreal! I'm trying to change the Ready? and Go! as well for a university 20XX hack of mine... I'm confused as to if I should put the pngs into both the IfAll.dat and the IfAll.usd or only one (I don't know the difference between the files really). Also, how do I find the names of the images that will allow me to put it in via DATTW (instead of the file name I get from Dolphin ripping)?
Im not krvntn but the .usd is for the english setting and the .dat is for the japanese, so use whichever is appropriate (i assume .usd). Also you shouldn't need any special name for using DTW, it just needs to end in the correct format, in this case _9. Then just give it the offsets and off you go.
 

Doq

Smash Lord
Joined
Dec 28, 2012
Messages
1,037
Location
The Lab, Sweet Home, OR
I seek the texture offset for the numbers on the HUD (for damage %s). I can probably find these myself but someone could save a bro some trouble, amirite?
 
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krvntn

Smash Apprentice
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Messages
154
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Lyon, France
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Cyke_g
ah yes, changing them would be slick

@ Kale. Kale. I will suggest you one thing tho, feed DTW .tpl only, I have not succeeded in changing the ready go only with .png
 

SnG | Skin

Smash Apprentice
Joined
Mar 25, 2015
Messages
144
Location
College Station, TX
Last edited:

SnG | Skin

Smash Apprentice
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Mar 25, 2015
Messages
144
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College Station, TX
The electric uthrow is actually a really big buff.
How so? All I did was change the values for the GFX that comes with uThrow.

Also, even if i were to add an electricity effect, doesn't electric only affect sheildstun? Shouldn't matter on grabs right?
 
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SnG | Skin

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It has an electric effect now, which means 1.5x hitstun and insane combo ability.
Hm. I didn't think the graphics effect would affect the on hit effect. Thats strange.

I checked the hitbox data for Uthrow and it doesn't have an electric effect on it. I think its just a visual thing but im not sure how to test it. I'll try side by side with 20xx or something.
From my modifed PlPe.dat:
2C 03 20 02 03 20 00 00 00 00 00 00 28 19 02 91 00 00 01 07
 
Last edited:

DRGN

Technowizard
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Sacramento, CA
I seek the texture offset for the numbers on the HUD (for damage %s). I can probably find these myself but someone could save a bro some trouble, amirite?
Well there are multiple sets of numbers in IfAll.usd. I think it's these ones? You'll just have to try it:

%: 0xB20
"HP": 0x3FC0

0: 0x6A0
1: 0x1740
2: 0x1BC0
3: 0x2040
4: 0x24C0
5: 0x2940
6: 0x2DC0
7: 0x3240
8: 0x36C0
9: 0x3B40

Have at it!

ah yes, changing them would be slick

@ Kale. Kale. I will suggest you one thing tho, feed DTW .tpl only, I have not succeeded in changing the ready go only with .png
You include the texture type to the end of your filenames, right? (e.g. filename_9.png)
 

krvntn

Smash Apprentice
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Messages
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Lyon, France
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Cyke_g
@ Achilles1515 Achilles1515 ooh, ok nice.

@ Fakes Fakes That Falco is fresh af, I would've prefered a blue more... Blue, with less green.

Otherwise I'm working on this beast, still on the early works. When I'm finished I'll import the stuff, check it out !




The texture for the "carpet" under the fighters' foots & for the main texture is actually a cover of some album only the truest will recognize it.

I need to change that dark blue patch to something else, I don't know what. Otherwise I'm open to ideas !
 

krvntn

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blue, white & black are my guidelines :falconmelee:

This stage gives me a strange feeling tho', I can't put my finger on it. I think it's the emptiness of outer space, that feeling that makes you feel alone, small and miserable. Deep stuff.

I mean look at this & think about it.



Besides that I think it's ready to be imported. I just need to get rid of that rod the pak E.Derm has
 
Last edited:

SnG | Skin

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blue, white & black are my guidelines :falconmelee:

This stage gives me a strange feeling tho', I can't put my finger on it. I think it's the emptiness of outer space, that feeling that makes you feel alone, small and miserable. Deep stuff.

I mean look at this & think about it.



Besides that I think it's ready to be imported. I just need to get rid of that rod the pak E.Derm has
Took me a solid 60 seconds from the first pic to realize this was yoshis and not an incredibly hacked dreamland, jesus. Looks dope though, i think it could use a little more blue accent somewhere though.

EDIT: Also i set my edited PlPe side by side with an unedited and somehow crazy hand changed a value in the middle of the data from 02 to 12 and that made the throw electric. The value didn't show up in crazy hand anywhere and doesn't follow the format for on-hit effects (00 normal, 04 electric, etc) so i have no clue why or how it happened but its fixed now. Reuploaded and dl link changed.
 
Last edited:

krvntn

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Started importing the textures into the .dat



So, as I have trouble reading this for the MIP textures, I don't know what to do, this happened. The good textures appear only if you zoom in enough, that's a really weird attribute.

44 - 0002a820

45 - 0002d460
46 - 00030180

09 - 000334a0 (8 lines) -192 [64MAX]
~
12 - 00033940
11 - 00035940
01 - 0003d940
25 - 0003dd40
13 - 0004b1c0
26 - 000531c0
02 - 0005e5c0
07 - 0005edc0
08 - 0005f5c0
10 - 0005fdc0
28 - 00061dc0
40 - 000625c0 (32)
~
39 - 00062be0 (32)
~
17 - 00063200
16 - 00065200 (32)
~
19 - 00065c20
18 - 0006dc20
15 - 0006fc20
38 - 00071c20
27 - 00081c20 MIP -- 0, 8, 0
/\
14 - 0008c720
20 - 0008cf20 MIP -- 0, 7, 0
/\
32 - 0008fa20 MIP -- 0, 7, 0
/\
21 - 00092520
33 - 00094520
22 - 00096520
34 - 00098520
23 - 0009a520
06 - 0009c520
36 - 0009cd20
05 - 000acd20
35 - 000aed20 MIP -- 0, 8, 0
/\
24 - 000b9820
37 - 000bb820
29 - 000bd820 (4) -224 [32MAX]
~
31 - 000be880
30 - 000c0080
41 - 000c0500
42 - 000c0d00
43 - 000c1500
03 - 000c1d00
04 - 000c2500

besides that, everything looks normal. Oh, the platforms have something special also, I tried importing my thing and it just made it black. :v
 

Veggies

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Mar 9, 2014
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Gunsan-Si, South Korea
Started importing the textures into the .dat



So, as I have trouble reading this for the MIP textures, I don't know what to do, this happened. The good textures appear only if you zoom in enough, that's a really weird attribute.

44 - 0002a820

45 - 0002d460
46 - 00030180

09 - 000334a0 (8 lines) -192 [64MAX]
~
12 - 00033940
11 - 00035940
01 - 0003d940
25 - 0003dd40
13 - 0004b1c0
26 - 000531c0
02 - 0005e5c0
07 - 0005edc0
08 - 0005f5c0
10 - 0005fdc0
28 - 00061dc0
40 - 000625c0 (32)
~
39 - 00062be0 (32)
~
17 - 00063200
16 - 00065200 (32)
~
19 - 00065c20
18 - 0006dc20
15 - 0006fc20
38 - 00071c20
27 - 00081c20 MIP -- 0, 8, 0
/\
14 - 0008c720
20 - 0008cf20 MIP -- 0, 7, 0
/\
32 - 0008fa20 MIP -- 0, 7, 0
/\
21 - 00092520
33 - 00094520
22 - 00096520
34 - 00098520
23 - 0009a520
06 - 0009c520
36 - 0009cd20
05 - 000acd20
35 - 000aed20 MIP -- 0, 8, 0
/\
24 - 000b9820
37 - 000bb820
29 - 000bd820 (4) -224 [32MAX]
~
31 - 000be880
30 - 000c0080
41 - 000c0500
42 - 000c0d00
43 - 000c1500
03 - 000c1d00
04 - 000c2500

besides that, everything looks normal. Oh, the platforms have something special also, I tried importing my thing and it just made it black. :v
i had trouble with plats earlier in the thread somewhere try looking through the thread for solution
 

ssbmSuDDeN

Smash Rookie
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May 2, 2015
Messages
20

Br0h

Smash Rookie
Joined
Jan 31, 2015
Messages
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Could someone make a Red Falco that says "WESTBALLZ" across the back? If any of you guys want to add even more than that, it would be dope!
 

Fakes

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Dec 16, 2014
Messages
82
Location
Philadelphia
Could someone make a Red Falco that says "WESTBALLZ" across the back? If any of you guys want to add even more than that, it would be dope!
That's not really a simple request. Falco's jacket is actually mirrored so usually designs are symmetrical
 

SnG | Skin

Smash Apprentice
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Mar 25, 2015
Messages
144
Location
College Station, TX
How do i get this on 20XX i tried but nothing worked :foxmelee:
You will need GCRebuilder for this.
1) Download his MnSlChr.usd file
2) Using GCR open your 20xx iso
3) Search for MnSlChr.usd in your iso
4) Right click --> import --> select his MnSlChr.usd you downloaded earlier
5) Enjoy

Make sure you use MnSlChr.usd not .dat, usd is english and dat is japanese.
 
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