User:Conny/Sandbox

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Revision as of 17:35, July 11, 2013 by Conny (talk | contribs) (Fixed. Idk if Toomai is right about the last part, so, I'll just leave it like this.)
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An example of a hex edit. Link’s sword offset is modified to a solid red and orange. This is an also an example of a random offset.

Hex Editing is the internal hacking of Super Smash Bros. Melee and Super Smash Bros. Brawl. It’s more prominent in the former, as Brawl has many other programs that substitute for it, and are generally much easier to understand and edit.

Editing the internal structure of the game ISO and the dat files are very strict, with a wrong change in the variables or removing segments from the ISO could result in a damaged or corrupted ISO, rendering it unplayable under any conditions.

In Melee, it is known for creating custom color hacks for many textures, such as shields, Fox and Falco’s Blaster, and even random offsets such as Link’s sword. Melee also uses for different formats for editing. 98 ## ## ## (or “Matrix” format, called by some of the more experienced Melee hackers) is the most notable out of all, and uses the RG BY color code, which isn’t as common as the RR GG BB one. The 07 07 07 format is another, and uses the common RR GG BB. It allows changing to the transparency, and usually contains two value colors. The CF format, and are found in effect .dat files. These start with “CF”, with a random value following it. Finally, is the 42 48 format. This also uses the RR GG BB, but these, much like 07 07 07, also controls the transparency of the color.

Formats

Under construction

Experiment

Snake's Down Tilt

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 10% 0 AngleIcon80.png 50 100 0 8.3333333333333E-5 66 0.0 0.00013333333333333 0.0 1.0x 1.0x 0% no flag data specified
1 0 10% 0 AngleIcon75.png 50 110 0 6.6666666666667E-5 66 0.0 3.3333333333333E-5 0.0 1.0x 1.0x 0% no flag data specified
2 0 10% 0 AngleIcon70.png 50 100 0 5.8333333333333E-5 65 0.0 2.5E-5 0.0 1.0x 1.0x 0% no flag data specified
3 0 10% 0 AngleIcon70.png 50 100 0 5.8333333333333E-5 65 0.0 -5.0E-5 0.0 1.0x 1.0x 0% no flag data specified
Interruptible 35
Animation length 42
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png