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Melee Arcive Viewer (MAV) in development project.

Milun

New member
Hm... this is sort of relevant to the topic.

I started a hack of MK1, but I just can't figure out several things. All I know is here: http://meleeconverter.bravehost.com/infroKingdom.htm



(sorry for the bad quality snap, I had to use a Youtube video because I'm not on my GC emulating computer)

Anyway, the snap shows the lift in it's neutral position. I really want to lower it to be of the same level as the main stage, but even after hours of hacking, I can't figure out how. It could be a really fun stage if we could do that (and also maybe change the spawn point so you don't start off out in the air, and are forced to jump ASAP if you don't want to lose a stock). Any ideas?

Thanks for the help. I really appreciate it!
 
OP
Tcll

Tcll

Complexity == Fun >:3
I think that extra 'FF' you ran into for the colors, would be the alpha.
but I'm afraid I can't really help you on the stage... :(

yea...
I'm back to working on this project...
I'm starting a texture exporter, which exports tex files (my file type)

tpl is an extention for template...
so I just decided to use brawls formats without the '0' at the end.
however...
that means I'll run into the mdl extention which is already being used.
 
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Milun

New member
Ok, thanks. I'm definitely going to look into that whole alpha deal. Funny how it never occurred to me to change those FF's
 
OP
Tcll

Tcll

Complexity == Fun >:3
I would try '32' which would equal 50.
yes I am good at 2 slot hex to dec conversion. :p

oh, btw...
I cracked the code on the 3rd model.
it seems the normal and UV data is reversed in the faces...
just the more reason I should go by the relocation table.
 
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Myuutsuu

forever.
Mm, I'm not entirely sure if this is relevant to your current situation, Milun, but I managed to get in contact with someone who was able to change the "auto-colored" features of stage(s) and they sent me this:

[new link below]

It's what they call "Blue Final Destination," where they were able to color all the regular black-and-white textures into color, tampering with the stage properties. I have no idea how they figured out those areas, but they DID supply a placement file for those colors... I figured you'd probably benefit from this more than I could, whether through experimenting or otherwise. :)
(Just thought I'd share, just in case you were wondering about some parts of the stages that may have been puzzling.)
 
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OP
Tcll

Tcll

Complexity == Fun >:3
I wanted to download it to see what it was about...
but the file wasn't avaliable... :(
 
OP
Tcll

Tcll

Complexity == Fun >:3
above for me :p
thanx.

EDIT:
thanx again...
I can't wait to implement this. :D
 
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revel8n

New member
All the locations modified by this file are highlighted by the script i posted earlier in the thread. This could be used to give you a way to better recognize similar material color locations present in the file(s). i will be releasing a new version of the script soon, as well as some tools to better report the things i already know regarding the format. i had hoped the previous script would have had more takers regarding others than myself investigating the information in the files. Once i finish up the rest of the format specification i guess things will move a lot faster and be a bit more interesting. But overall the main portions of the toy and player mesh data had been figured out and i hope to have more on actual display for you all soon. Probably going to finally get to cleaning up the code from the metroid prime viewer and then the integration of the new melee related portions.

In the meantime, i may just create a quick tool to actually dump the various offsets and other resources in the file. i am especially looking into a way to associated offsets to names/descriptions of what the data represents (mainly for textures).

But i will have to see how things go. Time has been a fleeting resource as of late.

Hopefully more soon.
 
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Myuutsuu

forever.
No problem for the link; Glad you guys were interested in it. :p

All the locations modified by this file are highlighted by the script i posted earlier in the thread. This could be used to give you a way to better recognize similar material color locations present in the file(s). i will be releasing a new version of the script soon, as well as some tools to better report the things i already know regarding the format. i had hoped the previous script would have had more takers regarding others than myself investigating the information in the files. Once i finish up the rest of the format specification i guess things will move a lot faster and be a bit more interesting. But overall the main portions of the toy and player mesh data had been figured out and i hope to have more on actual display for you all soon. Probably going to finally get to cleaning up the code from the metroid prime viewer and then the integration of the new melee related portions.

In the meantime, i may just create a quick tool to actually dump the various offsets and other resources in the file. i am especially looking into a way to associated offsets to names/descriptions of what the data represents (mainly for textures).

But i will have to see how things go. Time has been a fleeting resource as of late.

Hopefully more soon.

So, with that, would it be possible to find things in, say... Mr. Game & Watch's file? His coloring placements have alluded me since the day I began Melee hacking; the recent FD placements file from above gave me the closest idea of what I could look for, but if you DO make something like you say... would it be able to find similar things in his file?
 
OP
Tcll

Tcll

Complexity == Fun >:3
So, with that, would it be possible to find things in, say... Mr. Game & Watch's file? His coloring placements have alluded me since the day I began Melee hacking; the recent FD placements file from above gave me the closest idea of what I could look for, but if you DO make something like you say... would it be able to find similar things in his file?

GW's data shouldn't really differ too much from the rest...
the only differance would be a width modifier on the x axis which would be set to 0
 

revel8n

New member
No problem for the link; Glad you guys were interested in it. :p



So, with that, would it be possible to find things in, say... Mr. Game & Watch's file? His coloring placements have alluded me since the day I began Melee hacking; the recent FD placements file from above gave me the closest idea of what I could look for, but if you DO make something like you say... would it be able to find similar things in his file?

Try offset 0x379C in PlGw.dat for what i believe are the main colors.
Code:
00 00 00 FF - black
6E 00 00 FF - red
00 00 6E FF - blue
00 6E 00 FF - green
FF FF FF 80

Otherwise, here are all the material color offsets in PlGwNr.dat.
Code:
Found 116 occurrences of '80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00'.		
88C4h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
88F0h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
891Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8948h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8974h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
89A0h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
89CCh	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
89F8h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8A24h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8A50h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8A7Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8AA8h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8AD4h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8B00h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8B2Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8B58h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8B84h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8BB0h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8BDCh	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8C08h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8C34h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8C60h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8C8Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8CB8h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8CE4h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8D10h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8D3Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8D68h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8D94h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8DC0h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8DECh	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8E18h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8E44h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8E70h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8E9Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8EC8h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8EF4h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8F20h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8F4Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8F78h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8FA4h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8FD0h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
8FFCh	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9028h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9054h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9080h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
90ACh	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
90D8h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9104h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9130h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
915Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9188h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
91B4h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
91E0h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
920Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9238h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9264h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9290h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
92BCh	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
92E8h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9314h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9340h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
936Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9398h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
93C4h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
93F0h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
941Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9448h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9474h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
94A0h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
94CCh	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
94F8h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9524h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9550h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
957Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
95A8h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
95D4h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9600h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
962Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9658h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9684h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
96B0h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
96DCh	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9708h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9734h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9760h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
978Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
97B8h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
97E4h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9810h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
983Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9868h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9894h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
98C0h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
98ECh	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9918h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9944h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9970h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
999Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
99C8h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
99F4h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9A20h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9A4Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9A78h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9AA4h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9AD0h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9AFCh	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9B28h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9B54h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9B80h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9BACh	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9BD8h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9C04h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9C30h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9C5Ch	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00
9C88h	14h	80 80 80 FF FF FF FF FF FF FF FF FF 3F 80 00 00 42 48 00 00


Hope to have more soon. Since my main goal was not directly related to hacking things to run on the original console i do not currently have things setup in a way to verify this through the console or an emulator. The Pl**.dat files are also a bit different than the Pl**Nr.dat, etc. color files, and i am still working on the former as it also contains the references to the ACTION data with the Pl**Aj.dat files. So there is still a good bit of cross referencing i need to do in that regard, but hopefully this will help you in your Game and Watch efforts.

As i said, the script can point you to a good deal of these related locations in some cases, but it still may require some work to find the exact data you are looking for. i am expanding the script and the related code base to further the developments regarding these formats. i have already outlined some information regarding some of the internal data structures in this thread, and could definitely use others going through the data, especially those more equipped to quickly test things back in the actual game.

Hope this helps.
 
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OP
Tcll

Tcll

Complexity == Fun >:3
again, really nice info. :)
but to add to that:

Pl**.dat files are essentually common data.
(shared between all the chars of that name)

this was a tactic nintendo used in brawl as well, (no surprise there)
mainly to save space.

hope that can be of use.

I'm trying to work on a hack for brawl, which I'm calling 'Brawl++'
which gets rid of the common data for that char...

to put this in a basic term:
I'm trying to turn Brawl into MUGEN.
 
OP
Tcll

Tcll

Complexity == Fun >:3
ok so I've just joined daniweb whidh is full of python programmers.
hopefully I can get a little help from there with my program.

I havn't told them about my project, but I'm working on my hex editor and that 3D viewer on there.
I hope to have sonething soon.

btw revel.. <:)
I can barely understand your code...
can you tell me how it works??
or at least how to find and read the values in the data table...
this will help me on my hex editor.

ps: can you try to exclude the '0x'?
it's a mess to read.
 
OP
Tcll

Tcll

Complexity == Fun >:3
I finally have some data that may prove useful (for brawl) :D

I believe nintendo uses maya
and I have some proof...
take a look at this:

click on it if you can't read it

exported a misc data file from brawlbox,
opened it in programmer studio,
and saw this.

I think it'll help big time. :)
they may use maya for melee too, or so I think :/

anyways, I'm downloading maya right now to try it out.
I'll let you know if it works out. :)

EDIT: well...
it was pretty convincing data...
but unfortunatly, it was false... :(

maya alone doesn't seem to recognize the file...
nintendo must have an extra plugin or something.

I was hoping to ease up the import process...
but things didn't go my way.
 
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OP
Tcll

Tcll

Complexity == Fun >:3
l'm changing the name of this project to Melee Explorer.

I'm also reworking the code as it only seems to work on just a few models.

If anyone would like to help...
some referances on applying bone data would be nice. :)
 

Milun

New member
Sorry, I spent ages looking and all I got was crashes. If there's a particular method of hacking research that's evaded me, I'd like to know, because so far I just change a random value and hope for the best.
 
OP
Tcll

Tcll

Complexity == Fun >:3
heh..
sounds like me,before my cpu corrupted.

I need some help...
revel8n's findings on identifying triangles,points,lines,etc. was a big help to me.
if anyone can find data on identifying UV's or bones, that would really help me.

mine does successfully export the separate objects as it should.
but all I can get for now is a bare mesh on only about 1/6 of all the trophies.

player data is pointless for now..
I've tried everything to at least get the raw mesh (where the head is down by the feet)...
but I kinda failed at that with just random values.
 
OP
Tcll

Tcll

Complexity == Fun >:3
hey revel...

could you maybe help me understand parts of the code of the mpxviewer??
I can't read it... :(

it may help me... or.. us out on what we've been having trouble on
considering milun =]

but I'd like to actually start putting the code into a GUI to actually confirm my project.
 

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