Stormghetti
Smash Journeyman
Alright, that worked, but do you think you can help with the other things...?Crazy hand has a glitch where it adds electric if you change throw knock back. Set the element to electric and it'll become normal
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Alright, that worked, but do you think you can help with the other things...?Crazy hand has a glitch where it adds electric if you change throw knock back. Set the element to electric and it'll become normal
To reduce start-up frames, I just use two Frame Speed Modifiers, one to increase the amount of frames per frame, and one to set it back to normal.I know it may have been asked before, but can anyone help me with reducing start-up frames on attacks, making moves faster and/or reducing ending lag? I'm lost, lol.
Thank you! I'll try this out. Since this needs to be patched to the ISO, how would I share the FSM edited character with everyone? Or do I edit the character with that program and export it back into Crazy Hand?To reduce start-up frames, I just use two Frame Speed Modifiers, one to increase the amount of frames per frame, and one to set it back to normal.
Here's an image of what that would look like:
Since Bowser's up air has 22 frames of start-up, this makes the hitbox come out on frame 1.
General way to reduce start-up by any amount:
You have one FSM starting on frame 0, with the multiplier set to how many frames of start-up you want to remove (in this example, I'm removing all start-up, so the multiplier is 22)
Then, you add another FSM starting on the multiplier for the previous FSM (so again, 22), and the multiplier is set to 1 (so the move doesn't go through 22 more frames of the attack in a single frame)
TL;DR way:
look at the red box in the image provided
replace AttackAirHi with desired attack
replace 22 with amount of frames you want to skip
It's the same thing to reduce end-lag, except the starting frame of the first FSM is right after the hitboxes gets terminated, and you don't need a second FSM to set the speed back to 1x.
You can see this in the FSM below the highlighted one, it goes through the end lag 5x faster than normal.
Not sure about sharing but I know to make it last for the entire move you just have to make the Frame Speed Modifier (FSM) Start on frame 0 or 1 and then don't have another FSM for that move.Thank you! I'll try this out. Since this needs to be patched to the ISO, how would I share the FSM edited character with everyone? Or do I edit the character with that program and export it back into Crazy Hand?
Also, how would I speed up an entire move? Not just a portion of it.
Alright, I'll try it out tomorrow.Not sure about sharing but I know to make it last for the entire move you just have to make the Frame Speed Modifier (FSM) Start on frame 0 or 1 and then don't have another FSM for that move.
Okay. What about normal attributes? I tried exporting my changes on another ISO but the jumpsquat frames for my character weren't exported.crazy hand has an export FSM button and it makes a notepad with all of them. people can then import them via crazy hand and voilà, I have your character
That has happened to me before. While I can't say what makes this issue happen, I can tell you what I did to fix it...: get another copy of that ISO that has no changes on characters and try applying the .dat file on it.Is there any reason the load characters option wouldn't be working? I saved .dat files for many edits for characters I did, yet when I try to load them into a new .iso, no change takes place. Anything I'm doing wrong?
Crazy Hand helps you modify character file data, with a convenient interface for working with character subaction event data. This is how hitboxes are defined, and they may be easily modified, removed, or even added.Can you modify/remove hurtboxes with Crazyhand? If not, a point in the right direction would be appreciated.
See _glook's video in the post that Achilles linked to for info on the mechanics behind wobbling, and the best way to prevent it. Knockback is tied to hitbox variables initialized through subaction event data, which is defined in the file data you can edit through Crazy Hand. The file data eventually gets loaded into RAM, so it’s possible to manipulate it through code for more specific purposes as well--which is what I attempted to crudely modify in my version of the code.How exactly does wobbling work? Couldn't you just remove the knockback from Popo's pummel?
Graphic Effects can be added to a character action by modifying the related subaction event data; just like hitboxes. It would be possible to do what you’re asking by modifying the right file data, but would probably turn out to be more practical in the form of a code. See this thread for some references on available particle effects that can be assigned through subaction event data.Is there a way to add the N64 Fast Fall sparkle to melee?
Characters all have different skeletons, and so their bone IDs don’t match up like you would expect when just copying things over like that. In fact, if you attempt to use a bone ID that doesn’t exist on a character, it will crash the game.I was able to add the darkness graphic effect on Ganon's fair (I am literally teaching myself how to use this stuff, I just copied the graphic effect on Mewtwo's fair). It looks pretty good, but I have a few problems. First, the graphic effect is attached to the bone on Ganon's arm, but the way it appears makes it look like it comes out of his elbow (instead of his hand or lower arm). I have made several attempts to move the graphic by playing with the XYZ offsets and nothing has worked. Second thing, the graphic effect doesnt disappear on landing like Mewtwo's does. It lingers for about a second before disappearing. Thanks for all the help in advance!
1. It's a character specific attribute. Look at his ones under upb and change one of those values.How would I change the length of Marth's Up-B and Falcons Side-B?
Afraid not. I might know of a good place to start looking though...Btw Punkline do you know how to make G&W *visuals* bigger. Like manhole, parachute, chair...?
Internal Player Data:
0x5AC Word number of active char model view flags
(setting to 0 removes G&W cell shade outline on pieces of body)
0x5B0 unk ??
0x5B4 unk ?? flags?
0x5B8 point Unk1 All characters use this
0x5BC point Unk2 All characters use this
0x5C0 point Unk3 All characters use this
0x5C4 point Unk4 Only Dr, Bw, Pe, Ys, Cf, Gd, Fx, Ic, Kb, Sm, Sh, Ln, Yl, and GW from the playable roster use this
0x5C8 point Unk5 Only GW from the playable roster uses this
0x5CC Word Number of matanim joints? "Corresponds with how many pointers appear between 0x5D4 and 0x5E0 (and possibly 0x5E4)
(G&W, Samus, CF, Ganondorf = 0 ; Mewtwo = 4 ; Else = 2")
0x5D0 point Unk Null when above number is 0, so likely related to pointers below
0x5D4 point Animated Texture Tested this one with Mario, points to texture instance that get manipulated by subaction event A0 (texture animation states)
0x5D8 point Animated Texture 2 First 2 are likely commonly used for eye blinking. This was the case for Mario.
0x5DC point Animated Texture 3
0x5E0 point Animated Texture 4 Only Mewtwo from playable roster uses more than 2
0x5E4 point Animated Texture 5? No playable character seems to use this
0x5E8 point Player "Skeleton" -- Bone Lookup Table (Index of bone instances used for both coordinate information and some types of animation)
0x5EC Word ID? Quantity? Something unique by character (Thought this was a bone count, but that doesn't seem to be the case)
0x5F0 point Player Object Lookup Table (Points to player material/mesh instance pairings that make up player models)
0x5F4 start of Character Model View Flags Struct (12 * 0x2)
0x0 byte Default Model View ID (FF = disable)
0x1 byte Current ID (reverts to default)
G&W Model View IDs:
0x5F4 00 = show body/arms
else = no body/arms
0x5F6 00 = Juggle Ball
else = nothing
0x5F8 00 = open mouth
01 = normal head
02 = Blowing Mouth
03 = Diving Helm
else = no head
0x5FA 00 = show nose
else = no nose
0x5FC 00 = hard hat
else = nothing
0x5FE 00 = holding bell
01 = equals sign
02 = bucket
03 = Chair
04 = Flag
05 = Key
06 = Frying Pan
07 = Hammer
else = nothing
0x600 00 = Bucket Meter 1
else = nothing
0x602 00 = Bucket Meter 2
else = nothing
0x604 00 = Bucket Meter 3
else = nothing
0x606 00 = hammer in other hand
else = nothing
0x608 00 = unk dot state 1
01 = unk dot state 2 closer to head
02 = unk dot state 3 closest to head
03 = Z state 1 (snoring)
04 = Z state 2 closer to head
05 = Z state 3 closest to head
0x60A unused (corresponds with 0xB value in 0x5AC)
800749cc $!_CharacterObjectFlag_Initialize_All?
80074a4c $!_CharacterObjectFlag_Set_Default_objectID_r4=structID_r5=input
80074a74 $!_CharacterObjectFlag_Get_Default_objectID_r4=structID
80074a8c $!_CharacterObjectFlag_Revert_All_to_Default
80074acc $!_CharacterObjectFlag_Temporary_Disable_All
80074b0c $!_CharacterObjectFlag_Set_Temporary_r3=playerData_r4=structID_r5=objectID
80074b6c $?_CharacterObjectFlag_?_uses_bytes_from_offset_0x5B0
I'm going to explain it to you in a very simple way (this has been answered to me literally all the way up in this page, but in case someone new doesn't know and wants a more detailed but simple explanation...).how do you make a move come out really fast (pls post screen shot)
thank you but where can i get a list of alll the atttacksI'm going to explain it to you in a very simple way (this has been answered to me literally all the way up in this page, but in case someone new doesn't know and wants a more detailed but simple explanation...).
Go to "ISO patches" at the top right and apply the only patch to your current ISO loaded.
Then go here:
As you can see, I have some FSMs prepared already, but I'm going to tell you how they work:
So, "Starting Frame: 0" means the speed multiplier (Multiplier: 1.3. It's a comma because I live in Spain, but it should be a dot in your case) starts on frame 0, so the multiplier will take effect from the first frame until the end, unless you add another FSM that makes the animation's speed go back normal in frame X like in the FSM above (basically adding another FSM with a multiplier of 1, which is the default speed). That's basically what you need to make a move come out faster. You could make hitboxes come out faster as well, and that's inside the subaction.
What FSM does is skip frames according to the multiplier's value, so when you go inside of the Debug Menu, enable subactions and hitboxes, you'll notice the move actually seems to come out on the same frame as in vanilla, but if you count frame by frame until the animation ends, you'll notice that the move actually comes out sooner/ends earlier, because FSMs don't alter subactions' values, so you need to count the frames manually.
No problem. You can search them on Google (sorry for not giving the results right away) or you can enable subactions in the Debug Menu, input an attack, pause and look at the attack's name at the top of the screen. If you can't do this, search for a character's frame data, they should have gifs of them with the name of the attack at the top of the gifs.thank you but where can i get a list of alll the atttacks
I appreciate the replies dude! One thing though, the magus post you referenced hitboxes, when I was wondering about how to modify hurtboxes. Been trying to read through the threads and anything but came up empty so far.Crazy Hand helps you modify character file data, with a convenient interface for working with character subaction event data. This is how hitboxes are defined, and they may be easily modified, removed, or even added.
See this excellent post from Magus for more info on what exactly gets defined in the hitbox data, and this thread for more info on other subaction events in general. The UI in Crazy Hand simplifies things by quite a bit, so I'd recommend just playing with various character hitboxes to get a feel for things.
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See _glook's video in the post that Achilles linked to for info on the mechanics behind wobbling, and the best way to prevent it. Knockback is tied to hitbox variables initialized through subaction event data, which is defined in the file data you can edit through Crazy Hand. The file data eventually gets loaded into RAM, so it’s possible to manipulate it through code for more specific purposes as well--which is what I attempted to crudely modify in my version of the code.
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Graphic Effects can be added to a character action by modifying the related subaction event data; just like hitboxes. It would be possible to do what you’re asking by modifying the right file data, but would probably turn out to be more practical in the form of a code. See this thread for some references on available particle effects that can be assigned through subaction event data.
---
Characters all have different skeletons, and so their bone IDs don’t match up like you would expect when just copying things over like that. In fact, if you attempt to use a bone ID that doesn’t exist on a character, it will crash the game.
One of the best ways to get an idea for what’s what in character skeletons is through the mdl0 files Zankyou provided in this thread. You’ll be able to take bone IDs from the preview in brawlbox and use them to inform your decisions about creating origins for particle effects. (and other things, like hitboxes)
It's also worth considering that hitbox element types, body auras, and smash charges can produce other graphic effects.
Since most of the stuff I want to do I need more knowledge with other programs, is there any way that just with crazy hand I can add horizontal or vertical momentum to normals? Like Marth sliding forward with down tilt or making an aerial into a divekick? I remember trying to find it on the forums and seeing omegagmaster working on dr.mario's down B but I'm not good with hex.
This could be done with code as Ripple stated, by using these values on the SSBM Data Sheet:You can't add momentum to any A moves on any character except G&W.
You would need to learn assembly and add codes to do that
My bad, I read that as "hit"boxes~I appreciate the replies dude! One thing though, the magus post you referenced hitboxes, when I was wondering about how to modify hurtboxes. Been trying to read through the threads and anything but came up empty so far.
That's really informative. Is it possible to add states to a move in CH? I want to try giving a move a body state section.This could be done with code as Ripple stated, by using these values on the SSBM Data Sheet:
Something to consider though; Achilles's custom character data modification subaction event allows anyone to use information like the kind shown above and pack small character hacks into subaction events. It’s limited to the internal player data structure, but if player entities are all you need to edit, then this can be far more convenient than writing codes that are tied to frame data.
If you're already familiar with CH then it can also be a nice door for getting your feet wet with mods that edit live memory. It's also not a bad way to get acquainted with hexadecimal.
I have a post where I went over this in a little more detail earlier, trying to use the values above in order to get Mewtwo to float. Middle Mang , if I’m not mistaken, this is how omegagmaster’s Doc downB mod works.
@Nuthilo
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My bad, I read that as "hit"boxes~
Hurtboxes can be edited only in the simplest sense from subaction event data in Crazy Hand (as far as I know.)
In RAM, characters have ways of changing through hurtbox states ( 0=normal, 1=invulnerable, 2=intangible.) These changes happen either by setting the state IDs of individual hurtboxes, or changing a special player data offset that controls all of them at once.
See how vanilla characters make use of the “Bone State” and “Body State” subaction events in Crazy Hand:
If you’d like to edit other aspects of a hurtbox, you can look at the data posted here for information on offsets in the internal player data that can be edited with the custom event I mentioned above. It's likely that the values in these offsets could be used to find the locations of the data in character dat files.
- Player_10-[68]-Set_BodyState_and_Apply_Color_Overlay
- Player_11-[6C]-Bodystate_Status
- Player_12-[70]-Hurtbox_Status
Uhh, you mean actually nothing? Do have the latest version of Java and do you know if your ISO is corrupted?When I select my melee iso nothing opens, help?
What exactly do you mean here? Character Action States? Subaction Event space? New hurtbox/body state?That's really informative. Is it possible to add states to a move in CH? I want to try giving a move a body state section.
Thank you!Stormghetti Congrats~
What exactly do you mean here? Character Action States? Subaction Event space? New hurtbox/body state?
- Rewrite old subactions from scratch, making use of old space and some gaps in the file data --
- Use a hex editor to modify the relocation table in order to use added space at the end of a dat file --
- Use MCM or a hex editor to exploit the relocation table in order to read subaction data written to codespace in the dol --
Alright, I'll try and see some time later. I didn't necessarily need to change it right now, but when I'm interested in doing it, I'll read these threads.Stormghetti It's likely possible to add states, but I don't quite know what all of the necessary steps to take would be.
Adding space is a bit easier, and there are a few established methods:
Java is up todate and my ISo isnt corruptedUhh, you mean actually nothing? Do have the latest version of Java and do you know if your ISO is corrupted?
What's your OS?Java is up todate and my ISo isnt corrupted
Windows 10What's your OS?
Now I updated my Java, but this time ACTUALLY nothing appears. Not even a small window. Oh, and before I updated Java, I tried to read that window (which was only visible for about 50 milliseconds btw). It said '(random programmer text) Could not find the class C:\users\(my name)\Desktop\Crazy_Hand_v.1.31\Crazy_Hand_v.1.31.jarWhen I try to open the .jar file with the Java platform Binary, there is a small cmd.exe like window which closes itself after a few seconds. Nothing happens. Could somebody help me?