Dabey Dargey
Smash Rookie
- Joined
- Aug 23, 2015
- Messages
- 1
Im new to hacking but I don't understand how to run crazyhand. There is no program in the folder to run. I'm confused Help
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Its a jar, you need java to run it.Im new to hacking but I don't understand how to run crazyhand. There is no program in the folder to run. I'm confused Help
All you need to do is double-click your melee ISO file to start editing it with Crazy HandI have Java, I even updated it today, but when i double click the jar it asks me to find the file I want to load and only accepts a .iso file. Anyone have an idea of what I am doing wrong?
What you may be misunderstanding is that the .iso file is the game itself. Crazy Hand doesn't include Melee's iso for legal reasons but you can find it easily online. Crazy Hand is just a program meant to modify the iso. Once you have acquired one, do as tater said.I have Java, I even updated it today, but when i double click the jar it asks me to find the file I want to load and only accepts a .iso file. Anyone have an idea of what I am doing wrong?
You shouldn't need to run it using command line, you should only need to double click the .jar file. You also do not need to extract the "root" directory, Crazy Hand works with the .iso directly. You are correct though that you want to execute the file using "Java(TM) Platform SE Binary".How do I run this? When I downloaded the file at first, inside there is
anm
def
img
and the crazy hand.jar file.
Idk if it's my java but when I open cmd appears and says it cannot find or load it then dissapears immediately.
what program do i need to open it? Currently I am trying to open it with "Java(TM) Platform SE Binary".
Also ive already extracted the root file from the iso.
It looks like this.
Pls help i am a complete noob qq
Rename "Crazy Hand v1.22" to "CrazyHand". Open Command Prompt. Copy the directory Crazy Hand is in. Type "cd" and right-click paste the directory into the prompt and press Enter. Then type "javaw -jar CrazyHand.jar" and press enter.How do I run this? When I downloaded the file at first, inside there is
anm
def
img
and the crazy hand.jar file.
Idk if it's my java but when I open cmd appears and says it cannot find or load it then dissapears immediately.
what program do i need to open it? Currently I am trying to open it with "Java(TM) Platform SE Binary".
Also ive already extracted the root file from the iso.
It looks like this.
Pls help i am a complete noob qq
Sins bringing out that batch skill.Rename "Crazy Hand v1.22" to "CrazyHand". Open Command Prompt. Copy the directory Crazy Hand is in. Type "cd" and right-click paste the directory into the prompt and press Enter. Then type "javaw -jar CrazyHand.jar" and press enter.
Or make a .bat file in the directory with "javaw -jar CrazyHand.jar" and run that.
I write a lot of Java applications for work that I have to execute from a command-line, like on Linux. Pretty much used to it at this point.Sins bringing out that batch skill.
You're supposed to have "cd C:\Users\HP\Download\"So I tried what SinsofApathy told me to do, but when I copy the directory and paste it then press enter, I get an error message saying
"C:\Users\HP\Download\ Is not recognized as an internal or external command." I am so confused right now. halp pls
I assume the ISO normally runs on Dolphin? Second, what changes are you making?Thank you for helping out! I did manage to make a .bat file that i can make crazyhand run.
But when I created the iso file with crazyhand, using the save button, the iso does not run on dolphin. it says that it is not recgonized as a GC or a Wii iso. In this case, do I need to create each character edit as .dat file and replace them in the roots file then use GC rebuilder?
I've noticed that before, I tried to give a throw electric effect for extra hitstun. T_T Oh and about that math stuff, have you tried changing the pointers?Alright then, thanks Magic.
Lastly, there's a bug in this program I guess. Personally, i wouldn't fix it if it were me...I'd just tell everyone to deal with it:
[BUG]
The throw subaction attribute element which says "normal" changes its in-game effect to electricity if any changes are made and saved to said throw subaction. Basically, the Crazy Hand software will still read "normal" even if the attribute tab was never touched.
Changing the attribute to "electric" will, lo and behold, change its in-game effect to normal.
meh *shrugs* just thought you should know...not like people touch the throw section anyway for some reason >__>'|l
[BUG]
Also, Marth's AirNeutralB-AirNeutralB End (Subactions 299-302) all have the same lines as his SideB Start (Subaction 303). If any one of these are changed, they are all changed together. Therefore, the AirNeutralBs cannot be edited with this program O:
Thanks though; it IS a great program after all.
<.<;I've noticed that before, I tried to give a throw electric effect for extra hitstun. T_T Oh and about that math stuff, have you tried changing the pointers?
To change pointers gather the first offset of the subaction you wish to change, convert it to dec and subtract 32. Convert it back into hex and search for 00 XX XX XX in Pl**.co where the x's are the values you found. Replace any stray x's with 0's. Make sure to have the value you got on the right, filling in stray x's from the left. You can change the value you got to confirm it is a pointer. if it has a 10 or 1C (i don't remember ) on the start of the byte before it that is not the pointer and is a goto/subaction. Search for extra 00's in the Pl**.co for stray space. I hope my explanation was good enough.<.<;
Hi tatatat, and uh...I don't know how to change pointers yet. Gotta look up that overpowered ganondorf hex editing again @__@
EDIT: Also when I asked
'Does the limitation for melee go any higher or are we stuck with bytes per character?'
What I meant to still know is if changing the offset starting positions (by adding bytes) will mess up everything below it by shifting offset positions?
A lot of the time Allow IASA doesn't work on special subactions like rolling and stuff, until @ Tater comes out with the magical holy grail of crazy hands releases your out of luck on that. to "add extra bytes" do what i told you to do. Find the pointer. change it to an empty space. Oh and if you want to be able to edit that empty space in crazyhand fill them with CC 00 00 00 (self damage) so they are registered as actual subactions in crazyhand and not just empty space.@ tatatat0 I figured out how to find offsets from the ganon vid. It beat ya to it O:
I still don't know how to add bytes.
@ MagicScrumpy said
"you can add additional stuff to the subactions by telling the game to read data from some other place in the .dat file. There's probably something somewhere that lets you set file sizes so adding or removing bytes won't crash the game."
But I'm a noob a melee hacking. I have the option of inserting bytes apparently but I'm still not sure how to make the game read data from other places....
I just want to put an asynch timer and an IASA, preferrably an 'Interrupt with Specific Action' type thing XD
Specifically, I want to be able to jump out of a passiveroll (tech). I tried replacing graphics for now, but that's not even yielding results
Thanks so far btw
Nah man the magical holy grail was the last update. I've hardly been doing any development in the last month.Until @ Tater comes out with the magical holy grail of crazy hands releases your out of luck on that.
The magical holy grail I am talking about is that unfinished feature you were talking about that would enable cancelling of any type for subactions. Or at least I think you were talking about that.Nah man the magical holy grail was the last update. I've hardly been doing any development in the last month.
There's some neat features that are currently unreleased, but most of them are also incomplete and I've been busy lately
Interrupt_Kneebend replaces Interrupt_PassiveStandF/B (1.02) [Achilles]@ tatatat0 I figured out how to find offsets from the ganon vid. It beat ya to it O:
I still don't know how to add bytes.
@ MagicScrumpy said
"you can add additional stuff to the subactions by telling the game to read data from some other place in the .dat file. There's probably something somewhere that lets you set file sizes so adding or removing bytes won't crash the game."
But I'm a noob a melee hacking. I have the option of inserting bytes apparently but I'm still not sure how to make the game read data from other places....
I just want to put an asynch timer and an IASA, preferrably an 'Interrupt with Specific Action' type thing XD
Specifically, I want to be able to jump out of a passiveroll (tech). I tried replacing graphics for now, but that's not even yielding results
Thanks so far btw
You can change this stuff?? Teach me your ways Achilles.Interrupt_Kneebend replaces Interrupt_PassiveStandF/B (1.02) [Achilles]
043C4110 800CAED0
043C4130 800CAED0
Top line replaces forward tech roll and bottom line replaces backward tech roll. Global changes.
DOL addresses are 0x3c1110 and 0x3c1130.
Completely untested.
Thank you so much for the information!You are pretty much right about most of the top ones, Jump initial H velocity is the initial horizontal velocity you get from jumping. Jump V initial velocity is the velocity initial Vertical velocity you gain from jumping. air multiplier, this affects how high your air jump is, this is very noticeable in characters like falco, who have insanely high Full hops but not so high air jumps. Jump H Maximum velocity is the maximum speed horizontally you can be moving in the air. Air mobility A and B, this affects how fast you can change your momentum forward and backwards respectively. No clue what Air Friction is, but I'd assume its how fast you decelerate. Oh theres also another cool value thats not named in crazy hand you might want to know about, beneath air jump multiplier is another multiplier that affects the momentum you get from a double jump, with characters like yoshi having 1.2(iirc) and jigglypuff/kirby having 0.
These are AR codes@achilles1515, I suppose I'll be the one to start this here testing
Also, I found the offsets of course, but I don't know which hex to replace.
I tried the following, but it froze mi game
1.02
OFFSET 0x3C1110 | 80098ADC 80098AE0 ---> 043C4110 800CAED0
OFFSET 0x3C1130 | 80098ADC 80098AE0 ---> 043C4130 800CAED0
I wonder if you could instead have it switch to a different subaction mid-subaction with the interrupt.I'm not sure what the differences are but the code DOES WORK (: D) when replacing either:
80098ADC --> 800CAED0
80098AE0 ---> 800CAED0
The problem now is that the tech rolls don't move anywhere and that they can be interrupted at anytime instead of just when the character is vulnerable. Wish I understood the code. If I did I'd also make it so that you can roll off a ledge during a tech roll if holding forward in passivestandf or backward in passivestandb
*coughs heavily XD*
Edit:
80098ADC --> 8009AED0
80098AE0 ---> 8009AED0
re-enables the entire roll. now I just need to add an asynch timer to the jump interrupt I believe and that hold to roll off ledge idea. thanks so far~
I am very interested in it, I don't know how it works . Also I'm not really sure what you mean by properly putting the asynchronous timers. I think it would just be something like 08 00 00 XX 1C 00 00 00 00 YY YY YY. XX is the amount of time to wait. To get YY YY YY you would take the offset of the first subaction you want and convert it to dec, -32, and convert it to hex. Idk if that would work, but I assume it'd work something like that.
Undo everything you've done. Go to the DOL offsets I listed and put 800CAED0 at each one. The default values you will be overwriting are both 80098ADC.I'm not sure what the differences are but the code DOES WORK (: D) when replacing either:
80098ADC --> 800CAED0
80098AE0 ---> 800CAED0
The problem now is that the tech rolls don't move anywhere and that they can be interrupted at anytime instead of just when the character is vulnerable. Wish I understood the code. If I did I'd also make it so that you can roll off a ledge during a tech roll if holding forward in passivestandf or backward in passivestandb
*coughs heavily XD*
Edit:
80098ADC --> 8009AED0
80098AE0 ---> 8009AED0 Freezes Game
re-enables the entire roll. now I just need to add an asynch timer to the jump interrupt I believe and that hold to roll off ledge idea. thanks so far~
I posted about how to find the IASA function address for any subaction on the previous page. There's a table in the DOL.You can change this stuff?? Teach me your ways Achilles.