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Crazy Hand v1.31 - Character editing program

Ampers

Smash Journeyman
Joined
Feb 2, 2015
Messages
237
Location
St. Louis, MO
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.
 

tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
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.
This is what happens when you set that to be about 1 frame.
 

Spawn_32

Smash Rookie
Joined
Dec 14, 2015
Messages
14
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?
 

tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
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.
 

McWaffles

Still grinding to be decent.
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Apr 17, 2015
Messages
149
Location
Taylor, MI
Slippi.gg
JAKE#988
NNID
TheMcWaffles
3DS FC
2337-7097-9360
Switch FC
SW-6907-3206-1991
how do you open this? I literally downloaded this 2 times and cannot find a .jar file :/
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
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).

4C000001

Example: Why Sheik's dashdance sucks (her initial dash frame window is small)

Capture.PNG

(from comment out of this Reddit thread)

Capture2.PNG


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.
 
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nebula_benula

Smash Cadet
Joined
Sep 3, 2015
Messages
26
Location
Oviedo, Florida
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!
 

tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
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.
 

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
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.
 
D

Deleted member

Guest
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.
 

tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
Sorry for being such a noob, I'm used to PSA, but how do you save the file and use it once you are done editing?
click the save button at the button of the window. You can open it in dolphin manually or with the run button at the top of the window.
 

Luig

Confused
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click the save button at the button of the window. You can open it in dolphin manually or with the run button at the top of the window.
So, you save it into a decompiled iso and run it in dolphin?

The save feature works more like a save as feature...
 
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Ampers

Smash Journeyman
Joined
Feb 2, 2015
Messages
237
Location
St. Louis, MO
So, you save it into a decompiled iso and run it in dolphin?

The save feature works more like a save as feature...
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.
 

Luig

Confused
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Okay yeah, I got it, but now, whenever I try to open an ISO, nothing happens...

EDIT: I got that fixed.

But where do I save it to?
The only save button I see is save character, and I'm not sure where I save it to....

EDIT: My looking skills are amazing.
 
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Absolome

Smash Cadet
Joined
Jan 3, 2014
Messages
68
Location
Asheville, NC
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
 

Tater

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Socal
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Taternater
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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
That's odd, actually. I was sure I fixed both of those issues... That's on the top of my to-do list now, thank you for pointing it out c:
 

Luig

Confused
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I have a question. Is there any way to add a row of a hitbox/timer/whatever? That'd be nice.


Also, I'm not sure why, but whenever I try to use the FSM engine, when I use an attack Dolphin gives me an exception, and on console it just crashes.
 

Ampers

Smash Journeyman
Joined
Feb 2, 2015
Messages
237
Location
St. Louis, MO
Hey Tater 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?
 

tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
Hey Tater 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.
 

tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
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]:

0xCE20-CE9F:
000000003FC000000000000000000000BE8000003F4000003F00000000000000412000003F00000000000000000000000000000000000000BE8000003F4000003F00000000000000412000003F000000000000000000000000000000BF000000000000003F00000000000000BF00000000000000BF000000000000000000000000000000 -> 000000003FC000000000000000000000BE8000003F4000003F00000000000000412000003F00000000000000000000000000000000000000BE8000003F4000003F00000000000000412000003F000000000000000000000000000000BF000000000000003F00000000000000BF00000000000000BF000000000000000000000000000000
Black spawn platform floor light [Tatatat0] [1.02]:

0x10320-1131F:
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1010101010101010101001D4E3E3E3E310100101010101E310101010101010101010101010101010E3E3E3E3E3E3E3E3E3E3E3F2F2F2F2F210101010101010101010101010101010E3E3E3E3E3E3E3E3F2F2F2F2F2F2F2F210101010101010101010101010101010E3E3E3E3E3E3E3E3F2F2F2F2F2F2F2F210101010101010101010101010101010E3E3E3E3E3E3E3E3F2F2F2F2F2F2F2F210101010101010101010101010101010E3E3E3E3E3E3E3E3F2F2F2F2F2F2F2F210101010101010101010101010101010E3E31010E3E3E3E3F2E31010F2F2F2F210101010101010101010101010101010E3E3E3E3E3E3E3E3F2F2F2F2F2F2F2F210101010101010101010101010101010E3E3E3E3E3E3E3E3F2F2F2F2F2F2F2F210101010101010101010101010101010E3E3E3E31010E3E3F2F2F2E31010E3F210101010101010101010101010101010E3E3E3E3E3E3E3E3F2F2F2F2F2F2F2F210101010101010101010101010101010E3E3E3E3E3E3E3E3F2F2F2F2F2F2F2F210101010101010101010101010101010E3E3E3E3E3E3E3E3F2F2F2F2F2F2F2F210101010101010101010101010101010E3E3E3E3E3E3E3E3F2F2F2F2F2F2F2F210101010101010101010101010101010E3E3E3E3E3E3E3E3F2F2F2F2F2E3E3E310101010101010101010101010101010E3E3E3E3D401101001010101010110101010101010101010101010101010101010102F2F2F2F2F2F1010E3E3E3E3E3E31010E3E3E3E3E3E310101010101010102F2F101010101010E3E3E3E3E3E3E3E3E3E3E3E3E3E3E3E31010101010101010102F2F1010102F2FE3E3E3E3E3E3E3E3E3E3E3E3E3E3E3E310101010101010101010101010102F2FE3E3E3E3E3E3E3E3E3E3E3E3E3E3E3E3101010101010101010102F2F2F10102FE3E3E3E3E3E3E3E3E3E3E3E3E3E3E3E310101010101010102F10102F2F2F1010E3E3E3E3E3E3E3E3E3E3E3E3E3E3E3E310101010101010101010101010101010E3E31010E3E3E3E3E3E31010E3E3E3E310101010101010102F2F10102F2F2F10E3E3E3E3E3E3E3E3E3E3E3E3E3E3E3E31010101010101010102F2F10102F2F2FE3E3E3E3E3E3E3E3E3E3E3E3E3E3E3E310101010101010101010101010101010E3E3E3E31010E3E3E3E3E3E31010E3E3101010101010101010102F2F2F10102FE3E3E3E3E3E3E3E3E3E3E3E3E3E3E3E310101010101010102F10102F2F2F1010E3E3E3E3E3E3E3E3E3E3E3E3E3E3E3E310101010101010102F2F101010101010E3E3E3E3E3E3E3E3E3E3E3E3E3E3E3E310101010101010102F2F1010102F2F10E3E3E3E3E3E3E3E3E3E3E3E3E3E3E3E310101010101010101010101010102F2FE3E3E3E3E3E3E3E3E3E3E3E3E3E3E3E310101010101010102F2F2F2F2F2F1010E3E3E3E3E3E31010E3E3E3E3E3E3101010101010101010101010E3E3E310E3E31010E3E3E310E3E31010E3E3E310E3E31010101010101010E3101010101010E3E3101010101010E3E3101010101010E31010101010101010E3E310E3E3E310E3E3E310E3E3E310E3E3E310E3E3E310E31010101010101010E3E310E3E3E310E3E3E310E3E3E310E3E3E310E3E3E310E31010101010101010E3E310E3E3E310E3E3E310E3E3E310E3E3E310E3E3E310E31010101010101010E3E310E3E3E310E3E3E310E3E3E310E3E3E310E3E3E310E31010101010101010E3E3101010E3E3E3E3E3101010E3E3E3E3E3101010E3E3E3101010101010101010E3E3E310E3E3E310E3E3E310E3E3E310E3E3E310E3E3E3101010101010101010E3E3E310E3E3E310E3E3E310E3E3E310E3E3E310E3E3E3101010101010101010E3E3E31010E3E310E3E3E31010E3E310E3E3E31010E3E31010101010101010E310E3E3E310E3E3E310E3E3E310E3E3E310E3E3E310E3E31010101010101010E310E3E3E310E3E3E310E3E3E310E3E3E310E3E3E310E3E31010101010101010E310E3E3E310E3E3E310E3E3E310E3E3E310E3E3E310E3E31010101010101010E310E3E3E310E3E3E310E3E3E310E3E3E310E3E3E310E3E31010101010101010E3101010101010E3E3101010101010E3E3101010101010E31010101010101010E3E310E3E3E31010E3E310E3E3E31010E3E310E3E3E310101010E3E3E310E3E310101010101010101010E3E3E3E3E3E31010101010101010E3101010101010E31010101010101010E3E3E3E3E3E3E3E31010101010101010E3E310E3E3E310E31010101010101010E3E3E3E3E3E3E3E31010101010101010E3E310E3E3E310E31010101010101010E3E3E3E3E3E3E3E31010101010101010E3E310E3E3E310E31010101010101010E3E3E3E3E3E3E3E31010101010101010E3E310E3E3E310E31010101010101010E3E3E3E3E3E3E3E31010101010101010E3E3101010E3E3E31010101010101010E3E31010E3E3E3E3101010101010101010E3E3E310E3E3E31010101010101010E3E3E3E3E3E3E3E3101010101010101010E3E3E310E3E3E31010101010101010E3E3E3E3E3E3E3E3101010101010101010E3E3E31010E3E31010101010101010E3E3E3E31010E3E31010101010101010E310E3E3E310E3E31010101010101010E3E3E3E3E3E3E3E31010101010101010E310E3E3E310E3E31010101010101010E3E3E3E3E3E3E3E31010101010101010E310E3E3E310E3E31010101010101010E3E3E3E3E3E3E3E31010101010101010E310E3E3E310E3E31010101010101010E3E3E3E3E3E3E3E31010101010101010E3101010101010E31010101010101010E3E3E3E3E3E3E3E31010101010101010E3E310E3E3E310101010101010101010E3E3E3E3E3E31010101010101010101011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110011001100110016001500150015001B001B001A001A001100110011001100110011001100110016001600150015001B001B001A001A001100110011001100110011001100110016001500150015001A001A001A001A001100110011001100110011001100110015001500160015001A001A001A001B001100110011001100110011001100110015001500150015001A001A001A001A001100110011001100110011001100110015001500160015001B001B001A001B001100110011001100110011001100110015001500150015001A001A001B001A001100110011001100110011001100110015001500150015001A001A001B001B00100021002100100027002700270027002E002E002E002E003600360036003600100010002100100027002700270027002F002F002E002E003600360036003600210021001000210027002700270027002E002E002E002E003600360036003500210010002100210027002700270027002F002E002F002F003500360036003600100010002100100027002700270027002E002E002E002E003600360036003600100010001000100027002700270027002E002E002F002F003600360036003500100010002100100027002700270027002E002E002E002F003500360036003600210021001000210027002700270027002E002F002E002E0036003600350036003E003E003E003E0046004600460047004F004F004F00400058005800580058003E003E003E003E0046004600470046004F004F004F00400058005800580058003E003E003E003E0046004700460047004F004F004F004F0058005800580058003E003E003E003E0046004700470046004F004F004F004F0058005800580058003E003E003E003E0046004600460047004F004F004F004F0058005800580058003E003E003E003E0047004700460046004F0040004F00400058005800580058003E003E003E003E0047004600460047004F004F004F004F0058005800580058003E003E003E003E0046004600470046004F004F004F004F00580058005900580061006100610061006A006B006A006A0073007300720073007B007C007C007C0061006100610061006B006A006A006A0073007300730073007B007B007B007C0061006100610061006A006A006A006A0073007300730073007C007B007C007C0061006200610061006A006A006A006A0073007300730073007C007C007B007B0061006100610061006A006A006A006A0073007300730073007C007C007B007C0062006100610061006A006A006B006A0073007300730073007B007C007C007C0061006100620061006B006A006A006A0073007300730073007C007B007C007C0061006100610061006A006A006A006B0073007300730073007C007B007B007C0084008400840084008C008C008C008C009500960096009500A10090009000900084008400840084008C008D008D008C009500950095009500900090009000900084008400850084008C008D008D008C0096009500960095009000A1009000900084008400840084008D008C008C008C009500950096009500A100A1009000900084008400840084008C008C008C008D0095009500950096009000A1009000A10084008400840084008D008C008C008C009600950096009600A10090009000900085008400840084008C008C008C008C009500950095009500A10090009000900085008400850084008D008C008D008D009500960096009500900090009000A100AB00AB00AB00AC00B800B800B800B800C400C400C300C300C000CF00CF00CF00AC00AC00AC00AB00B700B700B700B700C300C400C300C300C000CF00C000CF00AC00AC00AC00AC00B800B700B700B800C300C300C300C300CF00CF00C000CF00AB00AB00AC00AC00B700B700B800B800C400C400C400C300CF00C000C000CF00AB00AC00AB00AC00B800B700B800B800C400C300C400C300CF00CF00CF00CF00AC00AC00AC00AC00B800B700B700B700C300C300C300C400CF00CF00CF00CF00AC00AC00AC00AC00B800B800B700B800C300C300C400C400CF00CF00CF00C000AC00AC00AC00AB00B800B700B800B700C400C300C300C400CF00C000CF00CF00


Not sorted through yet(I'm going to search through the rest of the list of offsets I found first):
0xA764: 3F4CCCCD
0xA6D0: 41F00000
0xA6E4: 42100000
0xA6E8: 3F333333
0xA6EC: 40400000
0xA6F0: 3D23D70A
0xA6F8: 3E800000
0xA6FC: 42480000
0xA718: 40A00000
0xA738: 3F800000
0xA660: 3F000000
0xA664: 3F000000
0xA668: 000001E0
Offsets for weird random things like damage tumbling animations.
I spent around 10 hours on this. rip. I think I'm done for today, I'll probably do more tomorrow.
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Hey Tater 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?
0xa134 = 0.4
floor(knockback * 0.4)= frames of hitstun
 
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Absolome

Smash Cadet
Joined
Jan 3, 2014
Messages
68
Location
Asheville, NC
are all those plco.dat offsets collected anywhere in a central location? it'd be cool to know what we've already figured out as a community
 

tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
I'm hoping to find more movement like in the smash charge aura, otherwise I think I accomplished a lot today.
 

tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
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
 
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dude30500

Smash Cadet
Joined
May 7, 2015
Messages
25
I tried searching but cannot find anything on editing the "move logic" for characters. Is there any documentation on it that I could go look at?
 

tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
I tried searching but cannot find anything on editing the "move logic" for characters. Is there any documentation on it that I could go look at?
Check through the pages on here, I believe I either linked to or described them in earlier posts on this thread.
 

tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
Each time I try, it just creates a .cfg file I can't open.
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.
 

snuffysam

Smash Apprentice
Joined
Nov 13, 2012
Messages
101
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?
 

Ampers

Smash Journeyman
Joined
Feb 2, 2015
Messages
237
Location
St. Louis, MO
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.
 
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snuffysam

Smash Apprentice
Joined
Nov 13, 2012
Messages
101
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.
 

Ampers

Smash Journeyman
Joined
Feb 2, 2015
Messages
237
Location
St. Louis, MO
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...
 

snuffysam

Smash Apprentice
Joined
Nov 13, 2012
Messages
101
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...
They are saving, yes. So that's even weirder than I thought. I assumed the problem must be in the patching because of that tone, but maybe not?
 

Ampers

Smash Journeyman
Joined
Feb 2, 2015
Messages
237
Location
St. Louis, MO
They are saving, yes. So that's even weirder than I thought. I assumed the problem must be in the patching because of that tone, but maybe not?
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.
 
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