Use GC-Rebuilder or any other ISO tool to replace the file you editedI used Crazy Hand to make the modifications I want, and saved it as a .DAT file. How do I save it to a melee ISO and play it?
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Use GC-Rebuilder or any other ISO tool to replace the file you editedI used Crazy Hand to make the modifications I want, and saved it as a .DAT file. How do I save it to a melee ISO and play it?
The file I edited is Marth.Dat. Where do I save this and how do I use GC-Rebuilder?Use GC-Rebuilder or any other ISO tool to replace the file you edited
What file do I want to replace?Ok, save it anywhere, I don't think it's called Marth.dat, so first look for the real file name.
Then open up your ISO in GC-Rebuilder and right-click the "root" folder and extract it anywhere, then locate the file you want to replace and replace it. Then click on "import" and select the root folder you modified, then click on rebuild and you are done.
Well from a design standpoint of why he removed it I guess it is but I just wanted to implement it with Smash 4 Moddinghttps://www.reddit.com/r/smashbros/comments/2fwhv5/why_is_your_momentum_lost_while_jumping_still/
This is a question for Sakurai.
Guys, seriously, I think I broke my game.I used Gamecube Rebuilder and replaced the Blue Link file with my Modded Link file to check, but now the remade ISO it made won't work on Dolphin.
Because people aren't checking this 24/7?Why isn't anyone replying?!
S StarPlatinum70 You can do that too.I just save all of my changes directly through Crazy Hand, without exporting the character.
Rolls are called EscapeF and EscapeB. EscapeN and EscapeAir are airdodge and spotdodge respectively.I want to put a frame speed modifier on Yoshi's roll but I can't figure out what the action state is, can anyone tell me?
Alright, thanks a bundleRolls are called EscapeF and EscapeB. EscapeN and EscapeAir are airdodge and spotdodge respectively.
Try contacting MagicScrumpy.Update: I found out what I was doing wrong and fixed it.
Also how do I pull this off? https://www.youtube.com/watch?v=BqcxHSqSn9A and does it work for other characters? I want my modded Pikachu to be able to up-B infinitely and use whatever moves he wants.
Edit:To be specific, I want to remove all ending lag and the freefall state from the UP-B moves of pokemon.
Strange. Sometimes the spawns are sensitive to timing windows and other events... Could you let me know what you're trying to edit so I can try and reproduce this? Also, did you use Dolphin to toggle the gecko code on (right click game -> properties -> edit config -- add the code, make sure it's checked in properties)Ok, I added the Gecko code and enabled it on my ISO. However, the code you posted earlier still doesn't spawn anything.
It turns out that finding free space in the .dat isn't so simple.I mean, Itaru said (I think it was him) that you couldn't add more stuff to characters, so you needed to do it manually on a Hex Editor
Move logic table. See some discussion on the previous page for tons of info about this.Update: I found out what I was doing wrong and fixed it.
Also how do I pull this off? https://www.youtube.com/watch?v=BqcxHSqSn9A and does it work for other characters? I want my modded Pikachu to be able to up-B infinitely and use whatever moves he wants.
Edit:To be specific, I want to remove all ending lag and the freefall state from the UP-B moves of pokemon.
I just replaced Bowser's first Jab 1 hitbox with the projectile spawning code you posted (and then replaced the extra space with a rumble effect):Strange. Sometimes the spawns are sensitive to timing windows and other events... Could you let me know what you're trying to edit so I can try and reproduce this? Also, did you use Dolphin to toggle the gecko code on (right click game -> properties -> edit config -- add the code, make sure it's checked in properties
You need to be crafty about it. It's usually done by taking an animation and putting it for his forward air, then manipulating the hitboxes to be like the knee. I can't think of any mewtwo animations where he extends his foot forward though, so it might not look exact but you can just give his regular forward air the knee hitbox.How do I give Captain Falcon's knee to other characters, like Mewtwo?
changed my mind, I want it to be Marth. Doesn't he have a "knee the grabbed opponent" animation? How do I use that?You need to be crafty about it. It's usually done by taking an animation and putting it for his forward air, then manipulating the hitboxes to be like the knee. I can't think of any mewtwo animations where he extends his foot forward though, so it might not look exact but you can just give his regular forward air the knee hitbox.
http://smashboards.com/threads/mele...t-here-in-the-op.247119/page-48#post-10769744Hey, how exactly does WDSK work? Does it mean it sends any character a set distance, or is it some other thing proportionate to weight? Some clarification would be much appreciated.
I’m not really familiar with xdelta, how do I use this file? I tried a few things, but any successful patches I made didn't seem to have an effect on my ISO.I just replaced Bowser's first Jab 1 hitbox with the projectile spawning code you posted (and then replaced the extra space with a rumble effect):
Also, here's an xdelta patch with the changes made, just so you can test out for yourself: http://www.mediafire.com/download/84ucbk1kjrc8nau/ProjectileSpawnTest.delta
And yes, I did add the code through Dolphin and check the box when at the properties for my ISO.
It's a means of modifying some known projectile hitboxes. Try and experiment with it.Nevermind I figured it out.
How does Crazy Hand's "Projectile" option work?
I don't think so. You can sort of swap moves within the same character though.Is it possible to swap attacks? I want to give Roy Sheik's neutral-B.
Thanks for this documentation.I’m not sure if this is common knowledge or not, but I thought I’d share a quick note about character/item projectiles, and the vanilla projectile flag event.
There’s a useful playerThink-like function in the game (8006c80c) that determines how the projectile spawn flag (event 60) behaves every frame according to a pointer assigned by certain action states. It’s very similar to the existing move logic stuff in CH 1.31
It’s possible to manipulate this pointer and direct projectile spawn behavior by pointing it to a function that handles a character-specific projectile--like a fireball. The assigned projectile behavior lasts until the next action state change.
The function pointed to must handle a type of projectile that’s appropriate for the character, but may be assigned to action states that don’t normally use character projectiles.
Using Achilles’ custom character data subaction event, you can write to internal player data offset 0x21BC with any of the following (appropriate) article behaviors:
Code:Character Projectile/Article spawning functions (Melee v1.02) Update function 8006c80c -- (uses blrl to link to the following) internal player data offset 0x22BC -- contains pointer used by blrl Projectile "spawn flag" is a flag used by player subaction event 60 to denote spawn timing for projectiles internal player data offset 0x2210 (bit 0x80) -- projectile spawn flag Function Uses spawn flag? Description Extra Notes 80095efc 0 (all thrown items) universal throw, excludes aerial z-drops 800ce1d4 1 Use Ray Gun 800d80f4 1 Use Super Scope (small bullets) 800d86b8 1 Use Super Scope (charged bullet, any amount) 800cd914 1 Use Star Rod 800cdb9c 1 Use Lip Stick 800ce650 1 Use Fire Flower appears to have special interrupt logic 800e0ee0 1 Mario/Doc fireball/pill 800e1248 0 Mario/Doc cape 8014295c 1 Luigi fireball 8011d018 1 Peach turnip 8011d424 0 Peach parasol (startup) 8011e174 0 Peach Toad 8011e230 0 Peach Toad spore cloud 80134590 0 Bowser down-B fall 80134518 0 Bowser down-B land 8012e110 1 Yoshi egg 8012e644 0 Yoshi down-B land 800bbcc0 0 Become Yoshi Egg (after grab) 8010db3c 0 DK down-B 8010e0cc 0 DK side-B 800e5f28 0 Fox/Falco Laser N/A? 1 Fox/Falco Laser throw These throws use projectile flag, but with some other function; not our common blrl 800e845c 0 Fox/Falco shine start 800e83e0 0 Fox/Falco shine hold 800e9df8 0 Fox/Falco side-B 800e719c 0 Fox/Falco up-B start 800e7100 0 Fox/Falco up-B launch 80116b70 1 Ness PK fire 80114eb8 0 Ness yoyo used in both up and down smash 8011f500 0 IC icicle 80122d2c 0 IC frost 80123218 0 Nana up-B rope only used by nana (subplayer) 800f21e8 0 Kirby up-B projectile only on landing 800f53ac 0 Kiry Hammer 800f9260 1 Kirby-Mario/Doc 800f98f4 1 Kirby-Luigi 8010c288 0 Kirby-Peach (toad) 8010c344 0 Kirby-Peach (toad spore) 800fe0e0 0 Kirby-Fox/Falco 801090d4 0 Kirby-Popo/Nana 80105a34 0 Kirby-Zelda 80106db0 0 Kirby-Sheik 8010cfb0 0 Kirby-GAW start notable that GAW has no start/finish like this 8010ce5c 0 Kirby-GAW finish 8010b1f4 0 Kirby-Marth/Roy 800be6ac 0 Escape from Kirby star (after grab) projectile 8012a074 1 Samus rocket 8012adf0 1 Samus bomb 8013a830 0 Zelda B 801396ac 0 Zelda teleport start 8013979c 0 Zelda teleport finish 8013adb4 0 Zelda -> Sheik start 8013aeac 0 Zelda -> Sheik finish 80112d44 0 Sheik needle(s) throw 8011097c 0 Sheik chain 80112ed8 0 Sheik teleport start 80113038 0 Sheik teleport finish 80114034 0 Sheik -> Zelda start 8011412c 0 Sheik -> Zelda finish 800ec210 1 (y)Link boomerang 800eb7c8 1 (y)Link bomb 800eba4c 0 (y)Link up-B 801277ac 1 Pi(ka)chu thunder flag is near start of animation 80124c90 0 Pi(ka)chu start up charge 80124d2c 0 Pi(ka)chu launch from charge 8013c94c 0 JP sing 8013ce7c 0 JP rest 80146c08 0 Mewtwo side-B 80146594 0 Mewtwo down-B 801450a0 0 Mewtwo teleport start 80145164 0 Mewtwo teleport finish 80146594 0 GAW jab many of GAW normals use models (articles?) that trigger these 8014ab48 0 GAW down-A 8014a848 0 GAW f-smash 8014b3a8 0 GAW u-air 8014b45c 0 GAW u-air landing 8014b1b4 0 GAW b-air 8014b268 0 GAW b-air landing other normals do not appear to use this blrl despite spawning models... 8014e4f0 0 GAW B 8014c46c 0 GAW judgement 8014def0 0 GAW up-B 8014cbf4 0 GAW oil spill only when used on full bucket 801365a8 0 Marth/Roy B on attack Noteworthy projectile moves that do not seem to appear on this list: Bowser flame Ness PK thunder Ness PK flash Samus (un)charge shot Zelda fire/explode (y)Link arrow Pi(ka)chu B Mewtwo shadowball
Article behaviors that don’t use the spawn flag seem to have some other purpose. Anything that uses the flag though can be spawned with event 60. (This flag can also be manipulated with code by modifying bit 0x80 of byte 0x2210 of internal player data)
For example:
F8FF000C 020021BC 8014295C -- assigns Luigi fireball spawn
60000000 -- spawns luigi fireball
So long as the correct item is being held, this can also be used for item projectiles.
Lol, fantastic as always Itaru. That's some crazy SDI. At the end of your video--I've also encountered the great UnownThanks for this documentation.
I was under the impression that xdelta was the preferred format for ISO patches? If not that, then what?I’m not really familiar with xdelta, how do I use this file? I tried a few things, but any successful patches I made didn't seem to have an effect on my ISO.
If the jab hitbox is all you modified, I’m able to get it working by following what you did. Do you have cheats disabled in your Dolphin settings by chance?
The game changes action states through a series of little functions that set up a call to the main actionStateChange function. They’re all too simple to manipulate with any means that I know of besides code. See the bottom of this post for a similar scenario.how would I go about keeping Sheik's double jump after she uses up-b? i have it so she can act out of it in the air, but she still cannot double jump
-==-
Sheik keeps jumps during up-B
Prevents the side-B action state from consuming all remaining jumps.
Does not stop special falling state.
[Punkline]
Version -- DOL Offset ------ Hex to Replace ---------- ASM Code
1.02 ----- 0x80113bf0 --- 981E1968 -> 60000000
Didn’t mean to make any statements on what’s popular; only that I’m unfamiliar. I know it to be a popular format, I’ve just not had to rely on it since I work mostly with ASM in Melee. For me it’s all pastable MCM and gecko codes.I was under the impression that xdelta was the preferred format for ISO patches? If not that, then what?
This definitely sounds like something is going wrong with the hook. Just to be sure, you're using v1.02 right?Something else I didn't notice before- I've been testing in Training Mode for the most part, and everything's been fine (save for the fact that the projectile doesn't spawn). But I went into Versus Mode to see if the issue lay on that end, and not only does the rock not spawn, but Dolphin crashes after a few uses of Jab. So just another weird thing that's been happening.
PRETTY sure I'm using Melee v1.02. Is there a way to check?This definitely sounds like something is going wrong with the hook. Just to be sure, you're using v1.02 right?
If you start up Dolphin in debug mode and paste this (8007168C) into the address search field, do you see a “b” line like the one marked with a red square in this screenshot?
As far as I know, I don't think that is something we can do right now. It's doable in Brawl via the effect of the stopwatch item.How do I make a character's moves slow down time? I saw something like this in a Brawl mod.
All projectiles are in the "Projectiles" option on the dropdown.How do I change the hitbox on fox's lasers