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Really nice! For the next update I can give quite a lot of PlCo.dat offsets. (I have some rather unknown ones in my notes) Edit: I noticed you spoke of including more character attributes in ganon but I don't believe any were added.
These notes? You do have some pretty nice findings in there, albeit a bit scattered haha. Either tater or I will add those in at some point. Btw, towards the top you have:
xA478: (00 00 00 1E) is the length before you can regrab the ledge.
There's a window where you aren't able to grab ledge if you've grabbed it recently? I had no idea. Does that ever actually come into use? I feel like character gravity/jumpheight prevents that window from ever being an issue.
These notes? You do have some pretty nice findings in there, albeit a bit scattered haha. Either tater or I will add those in at some point. Btw, towards the top you have:
xA478: (00 00 00 1E) is the length before you can regrab the ledge.
There's a window where you aren't able to grab ledge if you've grabbed it recently? I had no idea. Does that ever actually come into use? I feel like character gravity/jumpheight prevents that window from ever being an issue.
The move logic thing, is it exclusive to special moves? I'm interested in the action physics function since tatat0 said that's the one who causes Ness to float during his Up-B; but I want to apply that to an aerial, not a special move. Is it possible at all, and if it is, can I do it with the new update or do I have to do search for the interrupts info?
The move logic thing, is it exclusive to special moves? I'm interested in the action physics function since tatat0 said that's the one who causes Ness to float during his Up-B; but I want to apply that to an aerial, not a special move. Is it possible at all, and if it is, can I do it with the new update or do I have to do search for the interrupts info?
I believe action physics are in normal moves. Look up on how to manually change animations of a character. It talks about similar structure to the melee table of contents and special moves, that being (SubactionID, flags1, flags2, animation interrupt, IASA function, action physics, collision, and (kinda sorta aerial interrupts but doesn't have a well acknowledged name I know of)." Each of those sections is 0x4 bytes long. As I thought earlier but have not tested, Character specific Pl**.dat moveset tables, Start.dol melee table of contents, and start.dol special moves tables all use similar if not identical format.
Not sure if this is known, but setting the AutoCancel event (0x4C) to 00000001 during Dash is how the game knows when to put the character into Run when continuing to hold left/right (absolute value >= 0.625).
So really, the 0x4C event isn't just autocancel. It's more like a general subaction flag event.
Remember that 0x4D, 0x4E, 0x4F are all the same event because the only bits from the "event byte" that are used to designate an event are those bits that make up 0xFC.
0x4C = Subaction flag A
0x4D = Subaction flag B
0x4E = Subaction flag C
0x4F = Subaction flag D
Everything but the first byte of the word is used as the flag. So 4E0FFFFF would set subaction event flag C to 000FFFFF.
@Stratocaster I remember you asking me about this a long time ago.
Edit: I guess Sheik's dash dance mainly sucks because it doesn't cover a lot of distance, but this small timing window before entering Run just makes it more difficult, because you can technically dash dance on any frame up to 20.
I've been messing with this program (very nice by the way) and I noticed that there are sections under the subactions called Sound ID. I looked around but couldnt find anything that tells me what specifically these are. For example, i'm looking at Pichu's neutral b, and i see that it has one of these... i know what it sounds like but how could i find the id's for others? for example if I wanted to make it ganons warlock punch effect or something. Thx to anyone that knows!
I've been messing with this program (very nice by the way) and I noticed that there are sections under the subactions called Sound ID. I looked around but couldnt find anything that tells me what specifically these are. For example, i'm looking at Pichu's neutral b, and i see that it has one of these... i know what it sounds like but how could i find the id's for others? for example if I wanted to make it ganons warlock punch effect or something. Thx to anyone that knows!
I remember reading some really obscure thread on here about sounds but I do not remember where it was. I'll give a summary of what it said though. Character specific sounds are only loaded/usable if the character has been loaded in a match once in while the system is powered on(It's something to do with the character being loaded into the ram probably). This includes the match between the four ai at the title screen if you idle. You can use other character's sounds as long as this requirement has been met. I do not believe sound ids have been listed anywhere but I may be wrong. I remember someone talking about having every character be loaded at the title screen battle as a way to get past this but idk.
I remember reading some really obscure thread on here about sounds but I do not remember where it was. I'll give a summary of what it said though. Character specific sounds are only loaded/usable if the character has been loaded in a match once in while the system is powered on(It's something to do with the character being loaded into the ram probably). This includes the match between the four ai at the title screen if you idle. You can use other character's sounds as long as this requirement has been met. I do not believe sound ids have been listed anywhere but I may be wrong. I remember someone talking about having every character be loaded at the title screen battle as a way to get past this but idk.
The title screen battle is an actual match, which triggers the Start Melee function. This function will also point to the character objects loaded, but AFAIK in my experience there's no consistent way to keep a character in memory. Sometimes characters are allocated again, even though they've never been deselected in my experience. It's part of what I ran into a lot of issues with using gecko tool I wrote.
So I got the newest version of Crazy Hand, and I see that Crazy Hand is a Jar file. Hooray, one step closer than last time. I click on it and it says it couldn't fin com.MeleeEdit. What even is that? If it isn't there, where is it? Am I just stupid or something?
I get the feeling that it's the latter.
With Crazy Hand you don't need to do any decompiling/recompiling of the iso if you're just trying to test the changes in Dolphin (or Dios Mios), that is all done behind the scenes for you. When you load up an iso, Crazy Hand will read and write directly to the iso file you've loaded. Then, as Tatatat said, you can either open the iso manually in Dolphin or press the run button from within CH.
Hopefully this helps, I think you may have just had a misunderstanding of how the program works.
I'm sure this is known at this point, but if you try to open up the move logic of a character who doesn't have any entered into the program it breaks move logic for everyone until you restart crazyhand. So if I got to either wireframe, master/crazy hand, or sandbag and then hit "move logic", it'll hang and do nothing, and then if I go to a character that DOES have move logic implemented, it won't load.
Side note: is anyone planning on adding to/updating the move logic tables as more are found? I noticed Mario doesn't have anything there at the moment
I'm sure this is known at this point, but if you try to open up the move logic of a character who doesn't have any entered into the program it breaks move logic for everyone until you restart crazyhand. So if I got to either wireframe, master/crazy hand, or sandbag and then hit "move logic", it'll hang and do nothing, and then if I go to a character that DOES have move logic implemented, it won't load.
Side note: is anyone planning on adding to/updating the move logic tables as more are found? I noticed Mario doesn't have anything there at the moment
Hey Tater
, I just noticed that you have names in the PiCo editor mislabeled slightly. You labeled them all as "hitstun" when in fact they are all for "hitlag". For those who don't know, there is a difference!
Hitlag, also known as Freeze Frames, refers to the period immediately after a character has been hit with a move when they are frozen in place briefly. This is also the period in which you can input SDI.
Hitstun refers to the period after you have exited hitlag and are being sent away due to knockback. Hitstun correlates with how long the time is before you are able to input another action. As knockback and percent increase, hitstun increases.
On a related note: has anybody ever found values allowing you to change the global hitstun multiplier for melee?
Hey Tater
, I just noticed that you have names in the PiCo editor mislabeled slightly. You labeled them all as "hitstun" when in fact they are all for "hitlag". For those who don't know, there is a difference!
Hitlag, also known as Freeze Frames, refers to the period immediately after a character has been hit with a move when they are frozen in place briefly. This is also the period in which you can input SDI.
Hitstun refers to the period after you have exited hitlag and are being sent away due to knockback. Hitstun correlates with how long the time is before you are able to input another action. As knockback and percent increase, hitstun increases.
On a related note: has anybody ever found values allowing you to change the global hitstun multiplier for melee?
I might have read up earlier on that before and already added that to my plco.dat as a modification. I wrote up a little python program to check the differences between two hex files so I'll come back with results after I go through each difference.
I just found a goldmine of plco.dat offsets. Will update this post with them in a bit. (Still sorting through stuff) PlCo Offsets [Tatatat0]:
0xA788: Hitstun multiplier(?) (Definitely hitstun related)
0xA6A4: Starting model stretch on initial spawn platform
0xA69C: Initial spawn platform lifetime, (Setting this to zero will probably hang upon starting a game!)
0xA428: Airdodge special fall horizontal tumble multiplier (How fast you tumble in special fall)(High values will cause it to hang with ALMOST no chance of game unfreezing)
0xA42C: Shield angling speed(High values will cause it to hang)
0xA430: Player on player collision x-push (High values cause instant death) (How much momentum is given upon touching another player)
0xA438: Player on player collision z-push (How much momentum is given upon touching another player)
0xA474: Joystick position to drop from ledge
0xA47C: Ledge invinciblity
0xA4D4: Blast zone death blast scale
0xA4E0: Death respawn timer
0xC768: Smash charge lighting/blinking
0xC76C: Smash charge aura color
Messing with the smash charge color and lighting is REALLY neat. Glowing smash charge [Tatatat0] [1.02]:
0xC768-C76C: 48000000 FFFF80AA -> 36000005 6041E2F6
I am definitely thinking of mapping out the format for these auras. (I know you could probably call them overlays, I prefer aura)
0xC6E0: Initial spawn platform aura lightning/blinking
0xC6E4: Initial spawn platform aura color
0xCE20-CE9F: Smash charge shaking momentum
0x11720-11E93: Initial spawn platform model
Example: Violent Smash Charging[Tatatat0] [1.02]:
Hey Tater
, I just noticed that you have names in the PiCo editor mislabeled slightly. You labeled them all as "hitstun" when in fact they are all for "hitlag". For those who don't know, there is a difference!
Hitlag, also known as Freeze Frames, refers to the period immediately after a character has been hit with a move when they are frozen in place briefly. This is also the period in which you can input SDI.
Hitstun refers to the period after you have exited hitlag and are being sent away due to knockback. Hitstun correlates with how long the time is before you are able to input another action. As knockback and percent increase, hitstun increases.
On a related note: has anybody ever found values allowing you to change the global hitstun multiplier for melee?
I believe I have found something very very big on model hacking. I am going to map out the entire initial spawn platform's vertices. I am in in the process of heavy note taking so this may take a bit.
Format:
AA BB CC DD
6E 00 E8 00
AA: X end position
BB: Breaking this down at the moment.
CC: Z end position
DD: Z end position(?)
0x11720 side_face_1: http://prntscr.com/9zu3uu
That is just exporting the FSM data. You can later import it from the button right next to the export button. To save frame data changes or edit changes, use the lower half of the GUI and press save to save changes. You must have the ISO patch FSM engine from the ISO Patches dropdown menu at the top of the window activated once.
Even with the new release, the program doesn't seem to apply the FSM engine patch correctly. Does this have anything to do with Mac? And if so, could I just download the patch and apply it myself?
That is just exporting the FSM data. You can later import it from the button right next to the export button. To save frame data changes or edit changes, use the lower half of the GUI and press save to save changes. You must have the ISO patch FSM engine from the ISO Patches dropdown menu at the top of the window activated once.
Actually the FSM stuff just get exported as a plain .txt file. "options.cfg" must be what he's referring to which is auto-generated by CH and is only used by the program to manage user settings (default iso directory and a couple other flags). You shouldn't ever need to open this file, and deleting it is just fine, it will generate a new one.
Even with the new release, the program doesn't seem to apply the FSM engine patch correctly. Does this have anything to do with Mac? And if so, could I just download the patch and apply it myself?
What happens when you try to use it? And what version of melee are you using (1.02, 1.01, 1.00, PAL)? I'm working on a new update for CH so I'll look it. Unfortunately I've never been able to test CH on Mac or Linux because I only have windows. The DOL patching system should be getting a complete makeover in the next release.
What happens when you try to use it? And what version of melee are you using (1.02, 1.01, 1.00, PAL)? I'm working on a new update for CH so I'll look it. Unfortunately I've never been able to test CH on Mac or Linux because I only have windows. The DOL patching system should be getting a complete makeover in the next release.
When I click on the Apply button, there's a little didn't-work tone (like the kind of sound you'd get if you tried to close a window when there's a dialogue box open or something). It lets me add frame speed modifiers, but they don't affect gameplay at all. I'm using 1.02 Melee.
When I click on the Apply button, there's a little didn't-work tone (like the kind of sound you'd get if you tried to close a window when there's a dialogue box open or something). It lets me add frame speed modifiers, but they don't affect gameplay at all. I'm using 1.02 Melee.
Interesting. Are the frame speed modifiers saving correctly? If you add modifiers from the GUI, save it, close Crazy Hand, reopen Crazy Hand and navigate to the FSM panel do they appear there just like before?
And that "didn't work" tone is supposed to happen even if it works, it's just not the most intuitive tone...
Interesting. Are the frame speed modifiers saving correctly? If you add modifiers from the GUI, save it, close Crazy Hand, reopen Crazy Hand and navigate to the FSM panel do they appear there just like before?
And that "didn't work" tone is supposed to happen even if it works, it's just not the most intuitive tone...
Very bizarre... Have you had problems with any other features in Crazy Hand not working, or is this the first one you've noticed?
Would you post a snapshot of what your FSM editor panel in Crazy Hand looks like? I want to check and see if it looks right.
Edit: Also if you haven't tried already, I would recommend taking a completely clean v1.02 iso and trying with that one. Possibly you're testing with an iso that has some other kind of jankiness on it. I just tested exactly what I said and had no issues.