1. IntroductionDAT Texture Wizard, or DTW for short, is an application used to open the SSBM disc file tree, export/browse/import its contents, and save them directly within an iso. In this guide we will take a look at its features and try some of them out. Before that, let's look at what you will need to get started and familiarize ourselves with DTW.
DAT Texture Wizard, of course
Image editing software such as GIMP
This is the Disc File Tree tab. This is where we will find all of the disc's files, sorted and grouped to make things easier. From here you can export and import any file, as well as browse the textures of any file that has them.
This is the Disc Details tab. Information about your Melee iso can be found here. You probably won't need it, unless you want to give a modpack some individual flare.
This is the DAT Texture Tree tab. When you browse a character .dat file, all of its textures will populate the space on the left. You will probably spend most of your time in this tab.
We'll get to the Structural Analysis tab and CCC tab later. The Manual Placement tab is more or less outdated but still useful in some cases. For more on that visit this thread.
2. Editing TexturesFirst, let's open our Melee iso. If you extracted your iso using GCRebuilder, select File>Open Root and find the root folder of your extracted iso. Otherwise, select File>Open Disc and find your Melee iso. For this guide I will be using a copy of vanilla Melee that I use for testing. Any kind of modded iso such as 20XX or SD Remix will work as well. Go ahead and select the Characters shortcut near the top of the window. This will take us down to the character files, where we want to find the Mario folder and expand it.
Now would be a good time to make a backup before changing anything. To do so simply hit the Export button on the right side with PlMrNr.dat highlighted. I recommend creating a Backups folder to use from here on. With that out of the way, hit the Browse Textures button. You'll be taken to the DAT Texture Tree tab, which will now look like this:
We're going to change the textures for his gloves. The first three textures at the top of the list are the ones we want, so we'll highlight them, right-click, and select "Export Selected Texture(s)". For this I recommend you create a Workspace folder. If you like you can copy backups of the individual textures. Once exported, open them in the image editing software of your choice. We're going to make them bright hot pink, so you can't miss it:
Back in DTW, we will replace each texture one at a time by right-clicking and selecting "Import Texture(s)".
After each import there should be a notification in the upper right corner that says Import Successful. Once all of them are imported we need to save, either by selecting File>Save or pressing Ctrl+S. Now we should test our iso to check the results. Select File>Run in Emulator, or press Ctrl+R, and a window will ask you to specify the full path to Dolphin. For Windows this will probably be "C:\Program Files\Dolphin\Dolphin.exe", but if it isn't you can find it by opening the folder Dolphin is in and pressing Shift+right-click>Copy as path. When the game boots up we'll go into Versus, select Mario, and a stage.
It looks like we edited the textures successfully. Nice!
3. Removing Parts of a Model
Back in DTW, let's scroll down and find the texture for the buttons on Mario's overalls. We're going to be looking at the Properties tab to the right of Mario's textures. Here is where you'll find image data headers that point to the Structural Analysis tab, as well as the Texture Structure and Material Color Structure. For now, select the first tree icon under Image Data Headers and select Show in Structural Analysis Tab. It will take you to the SA tab which will look like this:
DTW has highlighted the Texture Struct associated with the image data header we selected. We want to highlight the Mesh tree just below it. To the right there will be a list of offsets, one of which is labelled Display List Blocks. This is what we're going to change.
Replace the field with all zeroes (0000) and hit enter. The field will turn red and the text in the upper right will say Display List Blocks Updated. Save and return to the texture tab, select the second tree icon, and Show in SA Tab. Highlight the Mesh tree below and do the same as before, replacing Display List Blocks with 0000, hit enter and save. This process will be the same for removing any part of any character model, but the number of image data headers to go through and the number of Mesh trees will vary. Now we can test to check if we removed Mario's buttons.
Just like that, they're gone.
4. Using the Character Color Converter (CCC)Let's say you have a skin you want to be in a specific color slot, but it's made for a different one. Using the CCC you can safely copy all textures from one color slot onto another. This doesn't copy model changes or other edits, only textures. First we'll find the skin we want to convert and import it as usual. For this I'll be using the Phoenix Rising Falco skin that I made. In Falco's folder we'll highlight his red costume and import the skin. Then, right-click on PlFcRe.dat and select Set as CCC Source File. This can also be done from Disc Operations.
We want to convert it to the blue color slot, so we'll select it and Set as CCC Destination File. Doing so will take us to the CCC tab which will now look like this:
Simply select Convert! and DTW will copy over the textures for you. The text in the upper right will say Conversion Complete, and now we can save and test.
Success! Note that some model edits and lighting changes were present in the original skin, and they did not carry over after conversion.