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Official Melee Texture Hack Thread

0Frames

Smash Cadet
Joined
Mar 25, 2017
Messages
33
Fountain of dreams FOD color colors offset offsets griz.dat griz

here's an incomplete list of all the offsets that are not directly accessible in the DAT texture wizard since they are not linked to a specific texture:

000E09F0 : rings on turret c1= 8c8c73 c2= d9d9a6
000E0AB0 : rings on turret c1= 8c8c73 c2= d9d9a6
000E0B90 : rings on turret c1= 8c8c73 c2= d9d9a6
000E0AD0 : pink ring on mainstage under golden grate c1= 996680 c2= e699b3
000E29B0 : ring on bottom pillar? c1= b38040 c2= ffe6c0


for anyone seeing this post who knows more, plz write here in the thread or write me directly so I can include more into this post so all the info is in one place.

still missing: 'star sprinkles', background stars and probably more
 

DRGN

Technowizard
Moderator
Joined
Aug 20, 2005
Messages
2,178
Location
Sacramento, CA
To all having trouble with displaying images, see this post, which might (hopefully) help. Rush98000 Rush98000

Awesome! I think this might be my new favorite FoD!

One thing though; in the description, you say it replaces a certain file in 20XX, Grlz.0at. But it should be fine to replace any of the Grlz files. You could also add it to the game without replacing any of them. Currently (or by default) in 4.06, Fountain's extra skins go up to Grlz.4at, which means that you could add this new FoD to the ISO (using the "Add File(s) to Disc" option; not replacing any file) as "Grlz.5at", and be able to access it the same as the other skins (i.e. explicitly, or randomly, using the options in the Texture Hacks sub-menu of the debug menu).

He said that when I asked too lol. I don't know if he'd trolling but I made that build about a year ago.
Itaru made one like it too. It might be a little bit more of an advanced hack, but not too much so that it couldn't be created by multiple people independently. I have no idea of n0ne's propensity for such things though. :p
 

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Itaru made one like it too. It might be a little bit more of an advanced hack, but not too much so that it couldn't be created by multiple people independently. I have no idea of n0ne's propensity for such things though. :p
Oh, I meant to say I put together the .iso he is using, not the Pokemon Stadium texture hack. n0ne claims to have put together the .iso.
 
Last edited:

Tylronyx

Smash Rookie
Joined
Apr 4, 2016
Messages
9
could someone make blue lasers for falco and fox, i would do it myself but i don"t understand the hex editor at all.
 

0Frames

Smash Cadet
Joined
Mar 25, 2017
Messages
33
could someone make blue lasers for falco and fox, i would do it myself but i don"t understand the hex editor at all.
https://modulous.net/mod/1101/Falco Blue Lasers

idk about fox, but I think it's out there


To all having trouble with displaying images, see this post, which might (hopefully) help. Rush98000 Rush98000
doesn't seem to work even with a secure link D:

Awesome! I think this might be my new favorite FoD!

One thing though; in the description, you say it replaces a certain file in 20XX, Grlz.0at. But it should be fine to replace any of the Grlz files. You could also add it to the game without replacing any of them. Currently (or by default) in 4.06, Fountain's extra skins go up to Grlz.4at, which means that you could add this new FoD to the ISO (using the "Add File(s) to Disc" option; not replacing any file) as "Grlz.5at", and be able to access it the same as the other skins (i.e. explicitly, or randomly, using the options in the Texture Hacks sub-menu of the debug menu).
good point, I'll update the discription(s).
 
Last edited:

Tylronyx

Smash Rookie
Joined
Apr 4, 2016
Messages
9

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Technically a texture hack so ima post it here :grin:


Code:
$DPad Down In-Game = Random Puff Bow Color [UnclePunch]
C206CB90 00000016
89D806CB 2C0E0004
4082009C 3BD80060
89DE000C 39E00E90
7DEE79D6 3DC08045
61CE3080 7DCE7A14
89EE0007 2C0F000F
40820074 89EE0044
2C0F0002 40820068
81CE00B0 81CE0168
3DE00002 61EFDBF0
7DCE7A14 3821FFFC
7C0802A6 90010000
386000FF 3DE08038
61EF0580 7DE903A6
4E800421 9861FFFC
386000FF 3DE08038
61EF0580 7DE903A6
4E800421 9861FFFD
A061FFFC B06E0000
80010000 7C0803A6
38210004 4E800020
60000000 00000000
Inject @8006cb90 (end of PlayerThink)
Original Codeline = blr

lbz r14,0x6cb(r24) #get instant inputs
cmpwi r14,0x4 #check if dpad down
bne done

addi r30,r24,0x60
lbz r14,0xc(r30) #get player slot (0-3)
li r15,0xe90 #static player block length
mullw r15,r14,r15 #multiply block length by player number
lis r14,0x8045 #load in static player block base address
ori r14,r14,0x3080 #load in static player block base address
add r14,r14,r15 #add length to base address to get current player's block


lbz r15,0x7(r14) #get player ID
cmpwi r15,0xF #check if puff
bne done
lbz r15,0x44(r14) #get costume ID
cmpwi r15,0x2 #check if bow
bne done

getTextureAddress:
lwz r14,0xb0(r14)
lwz r14,0x168(r14)
lis r15,0x0002
ori r15,r15,0xdbf0
add r14,r14,r15 #get texture address in r14 (thanks Punkline)

randomizeColor:
backup #backup link register
li r3,0xff #set RNG limit
bl r15,0x80380580
stb r3,-0x4(sp) #store first half of RNG number onto stack
li r3,0xff #set RNG limit
bl r15,0x80380580
stb r3,-0x3(sp) #store second half of RNG number onto stack
lhz r3,-0x4(sp) #get the value in r3
sth r3,0x0(r14) #store it back to texture location
restore #restore link register

done:
blr
 
Last edited:

oscat

Smash Journeyman
Joined
Apr 29, 2014
Messages
240
Location
So Cal
NNID
drlnklngmars
3DS FC
0318-9801-6641
Technically a texture hack so ima post it here :grin:


Code:
$DPad Down In-Game = Random Puff Bow Color [UnclePunch]
C206CB90 00000016
89D806CB 2C0E0004
4082009C 3BD80060
89DE000C 39E00E90
7DEE79D6 3DC08045
61CE3080 7DCE7A14
89EE0007 2C0F000F
40820074 89EE0044
2C0F0002 40820068
81CE00B0 81CE0168
3DE00002 61EFDBF0
7DCE7A14 3821FFFC
7C0802A6 90010000
386000FF 3DE08038
61EF0580 7DE903A6
4E800421 9861FFFC
386000FF 3DE08038
61EF0580 7DE903A6
4E800421 9861FFFD
A061FFFC B06E0000
80010000 7C0803A6
38210004 4E800020
60000000 00000000
Inject @8006cb90 (end of PlayerThink)
Original Codeline = blr

lbz r14,0x6cb(r24) #get instant inputs
cmpwi r14,0x4 #check if dpad down
bne done

addi r30,r24,0x60
lbz r14,0xc(r30) #get player slot (0-3)
li r15,0xe90 #static player block length
mullw r15,r14,r15 #multiply block length by player number
lis r14,0x8045 #load in static player block base address
ori r14,r14,0x3080 #load in static player block base address
add r14,r14,r15 #add length to base address to get current player's block


lbz r15,0x7(r14) #get player ID
cmpwi r15,0xF #check if puff
bne done
lbz r15,0x44(r14) #get costume ID
cmpwi r15,0x2 #check if bow
bne done

getTextureAddress:
lwz r14,0xb0(r14)
lwz r14,0x168(r14)
lis r15,0x0002
ori r15,r15,0xdbf0
add r14,r14,r15 #get texture address in r14 (thanks Punkline)

randomizeColor:
backup #backup link register
li r3,0xff #set RNG limit
bl r15,0x80380580
stb r3,-0x4(sp) #store first half of RNG number onto stack
li r3,0xff #set RNG limit
bl r15,0x80380580
stb r3,-0x3(sp) #store second half of RNG number onto stack
lhz r3,-0x4(sp) #get the value in r3
sth r3,0x0(r14) #store it back to texture location
restore #restore link register

done:
blr
Nice! Plz do this for headband puff... and every character :)
 
Last edited:

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
Nice! Plz do this for headband puff... and every character :)
Ha, that'd be cool. Every character is impossible but headband puff might be doable. The only reason this was so simple is because there's only 2 bytes (4 digits) that define what color the bow is. The headband has 2 textures that are both 64x64 so it'd be a lot more challenging but could be possibly with some sort of loop maybe.
 

VikingSteeez

Smash Cadet
Joined
Jul 26, 2015
Messages
31
Ha, that'd be cool. Every character is impossible but headband puff might be doable. The only reason this was so simple is because there's only 2 bytes (4 digits) that define what color the bow is. The headband has 2 textures that are both 64x64 so it'd be a lot more challenging but could be possibly with some sort of loop maybe.
would it be possible to have the RGB value of the bow increment every frame so that the bow changes color continuously, like rainbow FD?
 

NoisyBoy

Smash Rookie
Joined
Apr 28, 2017
Messages
6
Am I allowed to request things here? If so I thought this would be cool if someone cloud make Malon from OoT as a peach skin, but I think its already been done. Does anybody have that skin or is anyone interested in making it?
 

Uzzi

Smash Cadet
Joined
Oct 8, 2016
Messages
39
Technically a texture hack so ima post it here :grin:


Code:
$DPad Down In-Game = Random Puff Bow Color [UnclePunch]
C206CB90 00000016
89D806CB 2C0E0004
4082009C 3BD80060
89DE000C 39E00E90
7DEE79D6 3DC08045
61CE3080 7DCE7A14
89EE0007 2C0F000F
40820074 89EE0044
2C0F0002 40820068
81CE00B0 81CE0168
3DE00002 61EFDBF0
7DCE7A14 3821FFFC
7C0802A6 90010000
386000FF 3DE08038
61EF0580 7DE903A6
4E800421 9861FFFC
386000FF 3DE08038
61EF0580 7DE903A6
4E800421 9861FFFD
A061FFFC B06E0000
80010000 7C0803A6
38210004 4E800020
60000000 00000000
Inject @8006cb90 (end of PlayerThink)
Original Codeline = blr

lbz r14,0x6cb(r24) #get instant inputs
cmpwi r14,0x4 #check if dpad down
bne done

addi r30,r24,0x60
lbz r14,0xc(r30) #get player slot (0-3)
li r15,0xe90 #static player block length
mullw r15,r14,r15 #multiply block length by player number
lis r14,0x8045 #load in static player block base address
ori r14,r14,0x3080 #load in static player block base address
add r14,r14,r15 #add length to base address to get current player's block


lbz r15,0x7(r14) #get player ID
cmpwi r15,0xF #check if puff
bne done
lbz r15,0x44(r14) #get costume ID
cmpwi r15,0x2 #check if bow
bne done

getTextureAddress:
lwz r14,0xb0(r14)
lwz r14,0x168(r14)
lis r15,0x0002
ori r15,r15,0xdbf0
add r14,r14,r15 #get texture address in r14 (thanks Punkline)

randomizeColor:
backup #backup link register
li r3,0xff #set RNG limit
bl r15,0x80380580
stb r3,-0x4(sp) #store first half of RNG number onto stack
li r3,0xff #set RNG limit
bl r15,0x80380580
stb r3,-0x3(sp) #store second half of RNG number onto stack
lhz r3,-0x4(sp) #get the value in r3
sth r3,0x0(r14) #store it back to texture location
restore #restore link register

done:
blr
Wow sick idea. is it possible w any pikachu hats? pikas the only other character i could think of that might be set up the same way

would it be possible to have the RGB value of the bow increment every frame so that the bow changes color continuously, like rainbow FD?
this is also a dope idea to look into

P.S. page 119 SKET
 

oscat

Smash Journeyman
Joined
Apr 29, 2014
Messages
240
Location
So Cal
NNID
drlnklngmars
3DS FC
0318-9801-6641
Where can I get the textures from Mr.Lz stream?

 
Last edited:

Gasher

Smash Rookie
Joined
Apr 15, 2016
Messages
24
Where can I get the textures from Mr.Lz stream?

thats his texture pack, just google "MrLz texture pack" there should be a reddit post and YT video about it. Its really good!
 
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Gehis514

Smash Apprentice
Joined
Jul 25, 2015
Messages
119
Switch FC
SW 4004 9260 8249
thats his texture pack, just google "MrLz texture pack" there should be a reddit post and YT video about it. Its really good!
I'm sad that it apparently only works on dolphin
 

Acryte

Smash Ace
Joined
Mar 30, 2005
Messages
986
Last edited:

Veggies

Smash Journeyman
Joined
Mar 9, 2014
Messages
367
Location
Gunsan-Si, South Korea
I saw other people making Damage fonts and stuff. Had my hand at making a nice "standard" looking font, as well as creating a more unique and custom one.


Percents - Shine Font

https://modulous.net/mod/1483/Acryte - Percents - Shine Font




Thanks to DRGN for helping me with the color format!


Percents - Master Hand Font

https://modulous.net/mod/1484/Acryte - Percents - MasterHand Font




Master Hand Font clean and vanilla as a mother ******. Good stuff. :)
 

Gehis514

Smash Apprentice
Joined
Jul 25, 2015
Messages
119
Switch FC
SW 4004 9260 8249
I'm sad that it apparently only works on dolphin
I was curious to see if just using the .png's that came with his build and using DTW to replace the original ones from battlefield would work, and it did once things were resized. I would like to try and recreate Mr. Lz's other cool textures, but i don't know my way around DTW enough to do that lol
 

oscat

Smash Journeyman
Joined
Apr 29, 2014
Messages
240
Location
So Cal
NNID
drlnklngmars
3DS FC
0318-9801-6641
I was curious to see if just using the .png's that came with his build and using DTW to replace the original ones from battlefield would work, and it did once things were resized. I would like to try and recreate Mr. Lz's other cool textures, but i don't know my way around DTW enough to do that lol
I think It would work. Might look a lil funky. Maybe you can use one of those image scaling programs. Lemme know how it goes!
 

Gehis514

Smash Apprentice
Joined
Jul 25, 2015
Messages
119
Switch FC
SW 4004 9260 8249
I think It would work. Might look a lil funky. Maybe you can use one of those image scaling programs. Lemme know how it goes!
I'm looking at the battlefield texture i just made and it looks pretty great. It's definitely not 1:1 since i misplaced some colors and I'm not sure if the rainbow-type grid that appears during a background transition was supposed to be changed, but it still is recognizable and amazing. I'll definitely look at upscaling some .png's because some of them look like trash lol
 

Acryte

Smash Ace
Joined
Mar 30, 2005
Messages
986
Master Hand Font clean and vanilla as a mother ******. Good stuff. :)
Thanks, I whittled down a list of a couple hundred fonts to candidates for what seemed most natural in-game. Came down to 3 different ones but I felt this one was best (slightly) and then made some minor alterations to it.
 
Last edited:

Gehis514

Smash Apprentice
Joined
Jul 25, 2015
Messages
119
Switch FC
SW 4004 9260 8249
Has changing the color of the yellow triangles great rectangles on stadium been properly discussed? I've seen people ask this and have yet to see a good yes or no response
 

Stache

Smash Cadet
Joined
Oct 17, 2014
Messages
38
Sorry I'm inexperienced with the shoulder plate. If someone could remove it for me that would be great
 

Acryte

Smash Ace
Joined
Mar 30, 2005
Messages
986
EDIT: OOPS! I forgot to change "Unknown 1 Pointer" value back to "00000000" inside the stage select USD for the flashing shine texture. I updated the download on Modulous to 1.1 with the fix. Otherwise just jump in DOL Manager and make the quick change yourself. It will crash on GCN/Wii without that change but worked fine in Dolphin so I forgot about having changed it.

Damn, took me all weekend but it was worth it. Okay boys! Here it is:

Acryte - Shine Theme (20XX 4.06)

https://modulous.net/mod/1490/Acryte - Shine Theme (20XX 4.06)



What's included:
Improved custom CSS icons.
All new stage icons.
Flashing Stage Selector ring is a Blue Shine insignia.
Master Hand Custom Damage Font.
Shine Insignia for Fox/Falco stock logo.
Custom CSPs for all characters (Acryte/Unclepunch).
Blue Random stage button.
Shine Fight Banner and custom loading bar colors.

If you want your menu colors to look like mine then use these colors in 20XX 4.06:
20XX Settings --> Character Select Screen Codes --> Custom CSS Colors:

Background:
R:0
G:0
B:0

Top Frame:
R:62
G:255
B:255

Bottom Frame:
R:62
G:255
B:255

Rule Frame:
R:30
G:30
B:30

Video preview:
https://www.youtube.com/watch?v=1Prs7jbzyWA

Cheers!
 
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