What's new

Melee Arcive Viewer (MAV) in development project.

OP
Tcll

Tcll

Complexity == Fun >:3
I don't think I'm following...

are you saying that the occurrance of '00 00 00 98 0#' = a new object??
or is that backwards...??

EDIT: oh nvm...
I know what you mean......
but I don't have an answer right now...
kindof a little overworked at the time...
I'd be of more help at a better time...
sry... :(
 
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Milun

New member
It's ok Tcll, because it's DONE:

http://www.megaupload.com/?d=DCPOHIIS

Finally! Now, this shouldn't glitch much at all (I don't think so at least), but there are a few things to note:

1. When it's done converting, go to the top of the file and remove 'o object0' if it is directly followed by 'o object1' on the next line.

2. Remember how the previous version needed you to go down to the bottom of the file and remove the flawed faces? Well, this one still has that, but the flawed faces are separated by an 'o object#', so they're much easier to remove (just remove the entire faulty object).

3. This does support player files, however, some player files (Fox for example) can still fake out the program when it progresses over the object gap, (Tcll will get what I mean here) Fox has a 'A0 01 00' in the middle of the object separating gap, and at the start of the line, so the program thinks it's real.

But aside from that, enjoy.
 
OP
Tcll

Tcll

Complexity == Fun >:3
hmm...

sounds similar to my program...

but instead of having to delete o object0 at the beginning...

mine puts an extra object o object4732 at the end
(you don't have to delete the object)
even though I set it to create an object every time it's read...
the loop starts from the 'g = g + 1' so even though there's only like 7 objects...
the face read increases the number...

look at the last object 'o object4732',
and look at the number of polygons in the entire model...
they should be the same... (give or take 1)

did you include your source??
or are you brute forcing it like I did??

EDIT:
nvm...
just checked it and the # isn't even close...
 
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Milun

New member
Oh sorry, I forgot to add the source (and I'm afraid I can't since I'm typing this on my DSi).

Anyway, I just want to note that my program should be taken with a grain of salt. I tested it earlier on the Roy, Slippy and Zero-Samus (no helmet) trophies, and not a single one came out flawless like the Eevee did. There's clearly something I'm missing here.

Also, the way mine increases the number, is it checks to see if there is face data at 36 / 42 (depending on whether it's a toy file or not) characters away from the last converted, and if there isn't, it searches for the next occurrence and adds an object separator.
 
OP
Tcll

Tcll

Complexity == Fun >:3
@ Milun

you should try to make your program into something like will's converter...
(where you drag and drop a dat file onto your program and get an obj)

or a batch file could be written to where you'd run it and it'd convert any dat in the directory...
 

Milun

New member
I would, and I recently tried to make it into a windows app. But the problem is, I've only got real programming knowledge when it comes to creating games, I'm pretty lousey with everything else (I spent an hour trying to figure out how to get a text box in a windows app, with no success in the end).

Plus the fact that no matter what I do, I can't get a clear idea of how to open and edit hex files doesn't help. :(
 
OP
Tcll

Tcll

Complexity == Fun >:3
hmm...

you sound like me...
reading on countless numbers of tutorials trying to figure out how to do something...

I'm lucky to even get the basic structure correct...
but I still can't program a GUI yet...
 
OP
Tcll

Tcll

Complexity == Fun >:3
nice... :D

and a little bit of something else as well:
http://www.smashboards.com/showpost.php?p=10732380&postcount=1853

I found this post to be quite interesting for face data...
more like face/material data...

here's the faces: (sorted)
Code:
98 00 17 
22 FC 00 03 
23 FC 00 05 
21 FC 00 05 
23 FC 00 05 
25 FC 00 05 
23 FC 00 05 
26 FC 00 05 
22 FC 00 05 
20 FC 00 05 
22 FC 00 05 
1F FC 00 05 
21 FC 00 05 
24 FC 00 05 
25 FC 00 05 
27 FC 00 05 
26 FC 00 05 
27 FC 00 05 
20 FC 00 05 
1E FC 00 05 
1F FC 00 05 
1E FC 00 05 
24 FC 00 05 
27 FC 00 05 
00 00 00 00 00 00 00 00 00 00 01 3D B8 80 00 00 03 00 01 3E 
00 00 00 00 00 00 00 00 00 00 01 3F 18 00 01 3D A0 00 01 3E 60 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
98 00 17 
14 FC 00 15 
16 FC 00 15 
1A FC 00 15 
15 FC 00 15 
1A FC 00 15 
1B FC 00 15 
1A FC 00 15 
1D FC 00 15 
14 FC 00 15 
17 FC 00 15 
16 FC 00 15 
18 FC 00 15 
15 FC 00 15 
19 FC 00 15 
1B FC 00 15 
19 FC 00 15 
1C FC 00 15 
18 FC 00 15 
1C FC 00 15 
17 FC 00 15 
1C FC 00 15 
1D FC 00 15 
1B FC 00 15 
00 00 00 00 00 00 00 00 00 00 01 3D B8 80 00 00 03 00 01 3E A0 
00 00 00 00 00 00 00 00 00 01 3F B8 00 01 3D 68 00 01 3F 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
98 00 17 
0A FC 00 2F 
0B FC 00 2F 
10 FC 00 2F 
0D FC 00 2F 
10 FC 00 2F 
11 FC 00 2F 
10 FC 00 2F 
13 FC 00 2F 
0A FC 00 2F 
0C FC 00 2F 
0B FC 00 2F 
0E FC 00 2F 
0D FC 00 2F 
0F FC 00 2F 
11 FC 00 2F 
0F FC 00 2F 
12 FC 00 2F 
0E FC 00 2F 
12 FC 00 2F 
0C FC 00 2F 
12 FC 00 2F 
13 FC 00 2F 
11 FC 00 2F 
00 00 00 00 00 00 00 00 00 00 01 3D B8 80 00 00 03 00 01 3F 40 
00 00 00 00 00 00 00 00 00 01 40 78 00 01 3D 30 00 01 3F A0 
00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 
80 00 08 
03 FF FF FF 
07 FF FF FF 
02 FF FF FF 
05 FF FF FF 
06 FF FF FF 
05 FF FF FF 
02 FF FF FF 
07 FF FF FF 
98 00 12 
05 FF FF FF 
04 FF FF FF 
03 FF FF FF 
01 FF FF FF 
07 FF FF FF 
08 FF FF FF 
07 FF FF FF 
09 FF FF FF 
06 FF FF FF 
09 FF FF FF 
05 FF FF FF 
09 FF FF FF 
04 FF FF FF 
00 FF FF FF 
01 FF FF FF 
00 FF FF FF 
08 FF FF FF 
09 FF FF FF
 
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GameWatching

New member
face editing still have vertex clouds T_T

the only thing that can solve is to seperate in multiple objects,

or make a ripper that can edit the face properly then apply a patch to it to make it messed up like the original one and morph it with the original messed up one !

>.>
<.<

these are only ideas...

i have something to add,
Pikachu in SSBB has only 5 polygons
(4 for the eyes and 1 for the whole body)

since that in melee many elements are similiar to brawl,
and since that the pikachu's vertices in SSBB are editable,
i think that pikachu in SSBM is possible to edit well !!
 
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OP
Tcll

Tcll

Complexity == Fun >:3
off topic...

but I decided to look for a free program that works just like 010 editor...
no luck on one that works...
they either
a: give you the feature, but only last 30 days
b: last forever, but ask you to pay for the feature
I've searched through about 30 programs X(
the feature I'm talking about is the hex offset highlighting...

talk about a load of crap and a waste of time D:
anyone know of a program that's free and works
(no 30 days, no paying for extra features)

one of my mottos:
if it's for computer, it's free...
 

Myuutsuu

forever.
off topic...

but I decided to look for a free program that works just like 010 editor...
no luck on one that works...
they either
a: give you the feature, but only last 30 days
b: last forever, but ask you to pay for the feature
I've searched through about 30 programs X(
the feature I'm talking about is the hex offset highlighting...

talk about a load of crap and a waste of time D:
anyone know of a program that's free and works
(no 30 days, no paying for extra features)

one of my mottos:
if it's for computer, it's free...

Haven't had any luck, either. There are other methods of obtaining those things, but those obviously cannot be discussed... Either all, or nothin'. Yeah, kinda sucks. 010 is the only one I know of as well.
 
OP
Tcll

Tcll

Complexity == Fun >:3
well there was FreeHexEditorNeo
(the only one almost exactly the same as 010)
but you had to pay for the advenced features... DX

and other methods meaning hacking... :matrix:
 

Milun

New member
Wow! amazing finds! But there is no doubt about it, the laser thing is face data. Could that mean that face data also contains coloration? ...hey........wait a minute... THAT WOULD EXPLAIN WHY MY FACE CONVERTER GLITCHES WITH FOX! Turns out that face data isn't kept as nice and consistent as I thought it would.

And on the hitboxes... all I can say is, if we don't treat carefully, it could ruin hacks for Melee forever, but then again, Brawl is still around, and people know how to hack moves in that...
 
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GameWatching

New member
@Milun :

did you tried to insert edited chars with the verts converter ?
because i edited pikachu and when i converted the obj to hex,
i found that the hex values start from 00000020 to 000030B0 and it's supposed to be like the original one that start from 00000020 to 00003160
(huge difference)
and of course, the game crashed after testing !

try yourself with pikachu or another character please !
 
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Milun

New member
Um... I have. Plenty of times. I made a Jigglypuff with Sonic spikes, and a Dr. Mario with no Stethoscope or Headband (sorry, I'm in no position to provide snapshots).

Now, I actually have, a flawless vert importer for Melee, on my site. On the downloads page, there is a GM program called 'Melee Model Converter'. Now, read the instructions for this one, because it's not as friendly as the CPP program. However, it will not glitch. It will export the vertices within a 1/256^2 byte. However, I can't remember, this may be the one that doesn't export for extremely hi-def models (only Toys are hi-def from my experience). Anyway, just look and see.
 

GameWatching

New member
i got nothing from it DX !!
i tried it so many times and i couldn't even find and convert the hex data !
(it's not the same as vertconverter.exe)

Can you tell me from wich offset to start and which one to end for Pikachu ?
with GM one of course !

btw,
may i ask ?
how many lines of GML you wrote for it ?
because it can't be D&D xD

also,
PSA stuff :
galp0167.png


i made the ganon F-Air with fire !
 
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OP
Tcll

Tcll

Complexity == Fun >:3
really...
it depends on which object you're working on... (depending on how many objects there are)
I've never decided to count them...
but you need the face hex for that particular object
scroll down past the normal and UV hex and then the bone hex and you'll reach the material hex of the first object...
shortly after that, you'll find the face hex of the first object...

layout for Pikachu's dat type:
______________________

vert
...
nor
...
UV
...
bone
...
mat
face }ob1
...
mat
face }ob2
...
mat
face }ob3
...
mat
face }ob4
...
mat
face }ob5
...
node 1
texture header 1
node 2
texture header 2
node 3
texture header 3
texture data 1
...
texture data 2
...
texture data 3
...
node id's
string data
______________________
I think I have that right...

other dat types have the UV and normal data swapped
__________________

vert
UV
normal
__________________
 
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OP
Tcll

Tcll

Complexity == Fun >:3
Wow! amazing finds! But there is no doubt about it, the laser thing is face data. Could that mean that face data also contains coloration? ...hey........wait a minute... THAT WOULD EXPLAIN WHY MY FACE CONVERTER GLITCHES WITH FOX! Turns out that face data isn't kept as nice and consistent as I thought it would.

lol... XDD
well yur welcome :)
 

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