since all of these codes fell of the front page, I'll just bump this thread with them
CAM
PAL
Code:
Conditional Action Modifier [The Paprika Killer, Almas]
C277A780 0000000F
2C030000 41820060
3C008180 80BF0008
80A5FFFC 7C050000
4080004C 80A50030
80DE0038 3CE08058
60E70800 85070008
7D09C671 41820034
2C09FFFF 41A2000C
7C092800 4082FFE8
5509043E 7C093000
4082FFDC 81070004
5509843E 7C09E000
4082FFCC 551C043E
60000000 939E0038
60000000 00000000
data adress: 80580808
NTSC
Code:
Conditional Action Modifier [The Paprika Killer, Almas]
C277F780 0000000F
2C030000 41820060
3C008180 80BF0008
80A5FFFC 7C050000
4080004C 80A50030
80DE0038 3CE08058
60E70800 85070008
7D09C671 41820034
2C09FFFF 41A2000C
7C092800 4082FFE8
5509043E 7C093000
4082FFDC 81070004
5509843E 7C09E000
4082FFCC 551C043E
60000000 939E0038
60000000 00000000
data adress: 80580808
Hitbox Shift Mod
PAL
Code:
Hitbox Shift Mod [The Paprika Killer]
C273FA38 00000013
90030040 3C008180
80FC0028 81070008
8108FFFC 7C080000
4080007C 81080030
80DE0020 5106C00E
801E0000 5006821E
801E0018 5006442E
80E7007C 80E70038
813E0030 5127C0CE
801E0014 50076226
3902F438 85480010
81680004 7D405B79
41820034 7C0A3000
4082FFEC 7C0B3800
4082FFE4 C003000C
C0280008 EC00082A
D003000C C0030010
C028000C EC00082A
D0030010 00000000
data adress: 805AA528
NTSC
Code:
Hitbox Shift Mod [The Paprika Killer]
C2744A38 00000013
90030040 3C008180
80FC0028 81070008
8108FFFC 7C080000
4080007C 81080030
80DE0020 5106C00E
801E0000 5006821E
801E0018 5006442E
80E7007C 80E70038
813E0030 5127C0CE
801E0014 50076226
3902F438 85480010
81680004 7D405B79
41820034 7C0A3000
4082FFEC 7C0B3800
4082FFE4 C003000C
C0280008 EC00082A
D003000C C0030010
C028000C EC00082A
D0030010 00000000
data adress: 805A8768
HOW STUFF WORKS
ok first off, the data adresses.
to turn the adress into a wroking code, you need to change the "80" at the start of the adress in "06", and then after that (on the second part on the line) put your bytecount, or lenght of the data you are writing.
so 805A8768 would look like:
065A8768 BYTECOUN
to calculate bytecount:
multiply each line you are writing (so not this line) by 8 and then turn than into HEX (use windows calculator).
so when I would write 3 lines it would look like:
065A8768 00000018
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
THE FORMAT OF THE CODES
CAM
format:
XX00YYYY ZZZZWWWW
XX = char ID
YYYY = previous move check
ZZZZ = current move check
WWWW = what current is replaced with
-charID (or character ID) is easy, you can look this up in the code agenda thread (by kupo).
-previous move check. this is the previous action your character should have done, for example you are going in freefall, and the previous action should have been an upB.
-current action check. to see if your character is actually doing what should be changed. in above example, going into freefall.
-replce it with. what you actually want to change the current action to. in above example, we might not want to go into freefall, but instead normal falling
(all actions are written in action IDs, which you can also find in kupo's agenda thread)
note: you can make the code affect every character by filling in "FF" as charID
Hitbox Shift Mod
format:
XXXXXXXX XXXXXXXX
VERTICAL HORIZONT
ok the X's are an identifier line, which you can find in giza's hitbox thread (stickied in WBR. if you see a lot of lines with a certain hitbox, take the first line)
the VERT and HORI are written in floats, and they are by how much you translate a hitbox.
up is a positive value, down negative.
more in front of you is positive, more behind you is a negative value.
as rule of thumb, the building block in stage creator are 20 units (I believe the small ones), and character like mario are about 8 units high.
I hope this clears some stuff up.
I also updated the first post somewhat