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When you reach a certain amount of FSMs, Crazy Hand can't handle it but you can easily bypass this glitch by re-applying the FSM engine, going into the tab again and re-importing your FSMs from your .txt file.Ran into a bit of an issue with the frame speed modifier tab on crazy hand. Whenever I try to load it now, It just fails and glitches the window a bit and refuses to let me use the whole program aside from the top toolbar, essentially soft crashing it. I made a back-up rom and reset the FSM dol mod, and can access the screen again, albeit empty. Anyone have a potential fix for this? Re-adding everything manually would take a long, long time and there is no guarantee it wouldn't do it again.
Alright, thank you. Unfortunately, I used a back-up iso instead of a manual text file, so this won't help me now but i'll make sure to properly save everything in the future. Suppose i'll have to just build from scratch and not make the same mistake.When you reach a certain amount of FSMs, Crazy Hand can't handle it but you can easily bypass this glitch by re-applying the FSM engine, going into the tab again and re-importing your FSMs from your .txt file.
There's not much to do if you don't have a text file, even if you have a backup ISO. You could copy the FSMs from the FSM table inside of the DOL, but I'm not sure how to convert all of it to regular values that CH can read, and it would probably take too long. If you use UnclePunch's new FSM engine, you can put those FSMs in a new file called "TyMnView.dat", but it means you'd have to get rid of CH's FSM engine first. The point of this new engine is letting you have even more space, because once you reach a certain amount of FSMs with CH's engine, it starts overwriting Melee's code to the point where just moving crashes the game (you're not there yet. Before that happens, you experience the FSM tab crashing and all that).Alright, thank you. Unfortunately, I used a back-up iso instead of a manual text file, so this won't help me now but i'll make sure to properly save everything in the future. Suppose i'll have to just build from scratch and not make the same mistake.
Took me a little to wrap my head around, but this is a life saver. Appreciate the helpThere's not much to do if you don't have a text file, even if you have a backup ISO. You could copy the FSMs from the FSM table inside of the DOL, but I'm not sure how to convert all of it to regular values that CH can read, and it would probably take too long. If you use UnclePunch's new FSM engine, you can put those FSMs in a new file called "TyMnView.dat", but it means you'd have to get rid of CH's FSM engine first. The point of this new engine is letting you have even more space, because once you reach a certain amount of FSMs with CH's engine, it starts overwriting Melee's code to the point where just moving crashes the game (you're not there yet. Before that happens, you experience the FSM tab crashing and all that).
If you're interested, here it is: https://smashboards.com/threads/fsm-engine-rework-load-fsms-as-a-dat-file.453826/
A while back, I recall finding that instantiated ragdoll structures took the form of a special array allocated in each player GObj data table. (GObjs are procedurally generated, often using JObjs to create a skeleton of displayed objects. Some GObjs point to a special data table allocation created just for the purpose of storing variables describing the current state of an instantiated object, like a player.yo, does anyone know how to apply cloth physics to certain objects??
I got a friend who could use the advice.
# Ragdoll Element:
# There are 10 of these, starting at 0x2F0 of each player data table:
0x00 word Ragdoll state -- seems to represent number of connected JObjs, creates vertices for linestrip
0x04 point to "Ragdoll Bone Structure" -- used to attach bones? Table includes many floats
0x08 word Some kind of joint count? -- set to "Ragdoll state" - 1 to create a rigid structure
0x0C float unk X
0x10 float unk Y
0x14 float unk Z
# Ragdoll Bone Structure:
0x00 point to "JObj attachment"
0x04...0x2C unknown floating point values
0x2C...0x3C unknown floats -- updated each frame?
0x3C...0x48 unknown floats -- update if in-between other ragdoll joints?
0x48...0x68 unknown floats
0x68 float something to do with wind?
0x6C...0x8C unknown floats
0x90 point to "next Ragdoll Bone Structure"
0x94 unknown
How do you change the size of a graphic effect?
Edit: Or is it even possible
I could look into changing GFX scaling, but I know its possible to edit the size of projectiles in the character files. I'm discovering many new things that were previously undocumented atm.
The GFX created by subaction events like those made with Crazy Hand seem to have their own GObj class. This sometimes means that it has a predictable skeleton format made out of JObjs, which would be responsible for the displayed GFX scale. This applies to GFX, players, and items (including most projectiles).How do you change projectile size? I was gonna raise the size of Mario's fireballs a while back, but never found out how
Is there a tutorial anywhere for this? I couldnt find anything in the 20XX threadHello,
I've been digging through the forums and I suppose this is the best place to ask this. I am trying to have a similar functionality to 20xx 4.05 where you can press L or R on the dpad to select SD Remix or Pal. I'm not trying to make it do just that, I have custom characters I'm trying to add and not overwrite the base character. Any help or push in the right direction is much appreciated! I have my own mod that im learning with, not trying to just change 20xx.
Nice find, I've been trying to find out the rest of the char attributes that have been missed. I've found 98% of the common attributes such as Jump H velocity, etc. and have been working character specific attributes. Also, I have found many of the plco.dat offsets.I found an interesting value when I was making "Marth!"View attachment 190070
This is aerial horizontal deceleration. Probably, character's horizontal speed becomes 1/1.25.
If i'm not mistaken, they're from the .dol file and they refer to assembly functions.Tried searching this thread and couldn't find an answer, Where does CH draw the Move logic values from? Trying to move progress to a 20xx ISO and it's not part of the Pl**.dat files. Are all the values from the .dol or somewhere else entirely?
If there an offset or thread I can look for to get more info? Want to move on a fresh .dol aside from these values, if I can somehow copy themIf i'm not mistaken, they're from the .dol file and they refer to assembly functions.
I looked into it myself, it looks like the offsets start at 0x3C5368. The way i found it was simply copying and pasting one of the move logic fields from Crazy hand and Ctrl+F searching for it in the .dol. Im not sure the character order of the move logic tho.If there an offset or thread I can look for to get more info? Want to move on a fresh .dol aside from these values, if I can somehow copy them
Ended up doing it manually since it wasn't that hard, but thank you. This'll help quite a bit in the future. Appreciate it!dude30500 PokemonAce101
Here's an image Punkline sent me that shows the structure of the move logic for Mario. I'm guessing it will be relatively the same for other characters, just with more attacks thrown into the mix.
View attachment 190805
If you wanna find the offsets for each character's move logic, I recommend changing the move logic for the character to another function in another ISO using Crazy hand, then doing a file comparison in HxD of the two files, it should spot the differences in the location the move logic is changed, and you should be able to tell which move logic you're editing!
To save you the work of this though, have you seen the Interrupt Swap Subaction Event?
You can do move logic from the character's Subactions using this code, very handy!
dude30500
I think I'm gonna need your help in finding the size scaling of Luigi's fireball, and also his graphic effect that goes with his fireball. I tested some offsets and I'm having no luck so far
Add two FSMs for SpecialS and SpecialSAir in the Frame Speed Modifiers tab, make the FSMs take effect at any frame and for the multipliers, use values smaller than 1.0.I want to make Dr Mario's super sheet () have more endlag.
As the customizable special from Smash 4 Shocking Sheet.
It adjusts knockback that is complete independent of how much damage the move deals or how much damage the target has.Weight-Dependent Set KnockBack
I'm not exactly sure what the number adjusts, but that's what WDSK means
There must be a synchronous or asynchronous timer, lengthen the frames until it is perfect.How can I make a hitbox stay active longer? I'm trying to give ness a custom up-air (using his up throw animation to make it look like smash ultimate's u-air), and all I need now is to make the hitbox last longer.
You probably want to add more space to the move to add looping hitboxes so the move is a multi-hit attack too. Here's how you add space without sacrificing commands in Crazy Hand: https://imgur.com/gallery/xZ0SoFHHow can I make a hitbox stay active longer? I'm trying to give ness a custom up-air (using his up throw animation to make it look like smash ultimate's u-air), and all I need now is to make the hitbox last longer.
Oh wow! thanks, manYou probably want to add more space to the move to add looping hitboxes so the move is a multi-hit attack too. Here's how you add space without sacrificing commands in Crazy Hand: https://imgur.com/gallery/xZ0SoFH
is it possible to make specific moves give the character momentum? I'm trying to make yoshi's up-B work like it does in smash 4 and ultimate
$Smash 4 Yoshi Up B [UnclePunch]
C212E3A0 00000009
89C31969 39CE0001
99C31969 6DCE8000
3E404330 CA028B90
92420000 91C20004
C9E20000 EDEF8028
3DC04000 61CE0000
91C1FFFC C1C1FFFC
EDCE7824 D1C30084
80010034 00000000
C212E5C0 0000000F
3821FFFC 7C0802A6
90010000 3BDF0110
881F221A 7FE3FB78
5400EFFF 41820018
3DC08007 61CED4E4
7DC903A6 4E800421
48000020 C03E005C
7FE3FB78 C05E0060
3DC08007 61CED494
7DC903A6 4E800421
7FE3FB78 3DC08007
61CED268 7DC903A6
4E800421 80010000
7C0803A6 38210004
60000000 00000000
but is there any way to do it using crazy hand?Code:$Smash 4 Yoshi Up B [UnclePunch] C212E3A0 00000009 89C31969 39CE0001 99C31969 6DCE8000 3E404330 CA028B90 92420000 91C20004 C9E20000 EDEF8028 3DC04000 61CE0000 91C1FFFC C1C1FFFC EDCE7824 D1C30084 80010034 00000000 C212E5C0 0000000F 3821FFFC 7C0802A6 90010000 3BDF0110 881F221A 7FE3FB78 5400EFFF 41820018 3DC08007 61CED4E4 7DC903A6 4E800421 48000020 C03E005C 7FE3FB78 C05E0060 3DC08007 61CED494 7DC903A6 4E800421 7FE3FB78 3DC08007 61CED268 7DC903A6 4E800421 80010000 7C0803A6 38210004 60000000 00000000