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In Progress Custom animations! - PM Pikachu B-Air, S4 Link Dash Attack and more

Stormghetti

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Under construction. Do not download anything until this message is removed.

(Tutorial on how to do this: https://smashboards.com/threads/character-animation-importing-tutorial.458258/#post-23050400)

Thought to be too hard to make by many a long time ago, custom animations finally saw the light of day around August of 2018. Since then, many improvements have been made to make importing animations more easily accessible to everyone. If you seek to learn how to do this, it's necessary that you follow the link above.

This thread contains some animations made by me and other people. Hitboxes and the like are always included to not give the user a hard time.

http://www.mediafire.com/file/vdd6swmx6tk4nzp/Melee_-_Falcon_Does_the_%C2%BF%C2%BF%C2%BF_%28Taunt%29.zip/file What is it? You'll just have to find out for yourself. (Todo list: add facial expressions. Help is appreciated.)
Currently unavailable.
This video is now outdated. The distance traveled is innaccurate, but everything else is intact: https://drive.google.com/file/d/1UOu5sK-SrDGlmFOdy6N4nxJ5e5UndWTj/view

http://www.mediafire.com/file/cxiwddu0hop1gxi/Melee_-_S4_Link_Dash_Attack_Import_v2.1.zip/file *v2.1 - Added facial expressions and increased the distance of the attack (requires the "reinterpret TransN translation overflows" code).

Taken from here: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=213478. I only animated a few things so the move can work with Melee Link, but most of it was already imported.
https://gfycat.com/opulentsmallbluegill

http://www.mediafire.com/file/8fd3a5ea957nb8x/Melee_-_PM_Pikachu_B-Air_Import_%28Fixed%29.zip/file *Fixed the PlPk file. I have no idea what happened to it, but it's all fixed now. (Todo list: make a custom B-Air landing animation and make the foot expand. Help is appreciated.)

1:1 animation import, no changes were made to the animation.

I will update this thread in the future. For now, only a few characters have videos showcasing their new animations. I'll have to ask some people to record for me, so not everything here will have high quality videos.

Code:
$Expanded animation container [tauKhan]
* 0x8000 max animation size. Default max animation size is 0x8000. Using this hack allows you to import larger animation into the game.
* 0xY0000 max animation size. Replace Y with 1 - F so that the container size becomes larger than the largest animation you've included into your ISO.
* Skip animation length <= 0x8000 assert.
04067aa0 60000000
04067a98 3c80000Y
04085ab0 48000020
The custom / imported anims tend to take more space than melee ones. Be warned though, if you add too many large animations, you might run into issues with available memory. -tauKhan.
I recommend setting the "Y" to a 7 for some animations. The value needs to be bigger than the filesize of an animation, so if an animation is around 70000 bytes long for some reason, values like 80000 or 90000 with the code works, but things might crash with high values like these.
Code:
$Skip topN animation tracks [tauKhan]
C206F5B0 00000002
5460CFFF 2F960000
4C42EA02 00000000
Apparently it's difficult to produce animations that would ignore topN with the current importing method. Having topN animated means that the overall model rotation(facing direction) won't be set according to character orientation (facing left/right), and the model would instead just always face the same direction in the animation. This code will make all animations for topN always be ignored. There might be side-effects, if topN is infact sometimes animated in vanilla melee. -tauKhan.
Code:
$Reinterpret TransN translation overflows [tauKhan]
C206E114 00000014
C05B019C 5400FFFF
4082000C C03B0038
EC420072 4800000D
42000000 41C00000
7D8802A6 38800000
387B068C C0030000
EC0000B2 C023000C
EC000828 C02C0004
EC2100B2 FC000840
4180001C C003000C
C02C0000 EC2100B2
EC00082A D003000C
48000024 FC200850
FC000840 41810018
C003000C C02C0000
EC2100B2 EC000828
D003000C 2C040002
40800010 38840001
38630004 4BFFFF98
5400FFFF 00000000
the code looks at transN translations difference from last point to current point. if the difference is > 24, then it assumes the animation used 32.0 unit range animation track and had a overflow happen to correct, previous translation component is shifted either back or forward 32.0 units i.e. say the game sees transN x component is 31.25, and the new one is 2.25 the difference is -29.25, which is greater than 24 in magnitude so the previous component is shifted back 32.0 units so the corrected shift becomes -1.25 -> 2.25. the game takes that difference (3.0) and uses it to determine speed later. -tauKhan.
Basically, you use this code if an animation goes beyond the limit for distance. When that happens, you'll see the character in Forge and in-game teleport to their original position. This happens because of Forge's unstable .smd format support for Melee, so a code is needed until this is fixed. The .anim format in Forge doesn't seem to work with custom animations, it only works if you re-import an unedited animation from the game.

If a file is too big, you need to rebuild your ISO. To do this, you need to download GameCube Rebuilder if you haven't already in here: https://www.romhacking.net/utilities/619/. Once you open it, you go to Image at the top and then you open your ISO. Then, you go to the ISO's structure on the right, right click the first file called "root" and export it to wherever you want.

Once the exporting process is over, go to the folder it just created and paste the files from the download in there, but make sure to remove the extra text from the filenames so they have the same names as the PlXX and PlXXAJ files in order to replace them. Back in the program, close the ISO from the Image menu, go to Root instead and open up the root folder we just edited. Go to Root > Save and save the ISO to any folder with whatever name you want, then click save, Root > Rebuild and wait for the process to end.

That's it, you're ready to go.
 
Last edited:

GuardHax192

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Jun 23, 2016
Messages
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So I downloaded your Pikachu B-air and the Falco F-air one, I dont understand what I'm supposed to do with those codes? It only let me import the Pk.dat not the PkAJ.dat files. Do i use Melee Code Manager? Any help is appreciated, thanks!
 
Last edited:

Stormghetti

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So I downloaded your Pikachu B-air and the Falco F-air one, I dont understand what I'm supposed to do with those codes? It only let me import the Pk.dat not the PkAJ.dat files. Do i use Melee Code Manager? Any help is appreciated, thanks!
You only need the first two codes for those animations. If you keep reading this thread, you'll see I mention that if a file is too big, you need to rebuild your ISO.
 

GuardHax192

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Jun 23, 2016
Messages
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Ok, I tried rebuilding the ISO with the new animations in, I added the codes to Melee Code Manager as "standalone" unlesss that's wrong..then selected Pikachu and game crashed. I'm assuming the code(s) arent in the right format? For some reason I couldn't choose to use them as Gecko codes in the manager.
 

GuardHax192

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Messages
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Tried again, imported codes correctly as Gecko Codes in MCM (the first 2 codes as you said with the "Y" being 7), rebuilt the iso, chose pikachu in Dolphin, still crashed. Do I need all 3 codes? Or the 7 value should be 8?
 

Stormghetti

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Tried again, imported codes correctly as Gecko Codes in MCM (the first 2 codes as you said with the "Y" being 7), rebuilt the iso, chose pikachu in Dolphin, still crashed. Do I need all 3 codes? Or the 7 value should be 8?
No, but try 8 instead. I'm still not sure if you're using a vanilla ISO or a modded one.
 

GuardHax192

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Messages
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Oh sorry, it's a clean vanilla ISO 1.02. Just modding characters to be "balanced" in my own way
 

GuardHax192

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Messages
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OMG, I feel like a complete idiot. All the codes I was importing were in the wrong "gecko" thing. I was using the "Gecko/Wiird" code thing, hadn't noticed the Gecko import tab...now everything works flawlessly!
 

Stormghetti

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OMG, I feel like a complete idiot. All the codes I was importing were in the wrong "gecko" thing. I was using the "Gecko/Wiird" code thing, hadn't noticed the Gecko import tab...now everything works flawlessly!
Well I've been using the "Gecko/Wiird" option for a while now but the Gecko import tab has been added to 4.2 so I guess something's different.
 

GuardHax192

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Messages
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Yeah and that's what I thought at first, I didn't notice the tab before because I just switched to 4.2 and figured things must've changed. Well I'm happy with those animations of yours :D Wish I could import a few from Ultimate / other smashes, for example: Ganon's sword up smash, or, Peach's Ultimate up tilt and down tilt.
 

Stormghetti

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Yeah and that's what I thought at first, I didn't notice the tab before because I just switched to 4.2 and figured things must've changed. Well I'm happy with those animations of yours :D Wish I could import a few from Ultimate / other smashes, for example: Ganon's sword up smash, or, Peach's Ultimate up tilt and down tilt.
Someone's already working on Ganon's Ultimate Smash attacks.
 

GuardHax192

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Messages
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Someone's already working on Ganon's Ultimate Smash attacks.
Yeah I saw the Youtube vid of the Upsmash, looks nice! Well idk what's next in my current hack. I'm noticing something odd though. Loading my game then going to "Multi-Man Melee" and fighting the wire frames crashes my game...any ideas on why? I haven't modded those characters either. EDIT: also game crashes during 2nd round of Classic mode, or any 1P modes it seems..
 
Last edited:

GuardHax192

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Oh btw, tested your animations on my modded wii, loaded with Nintendont. No issues with them at all, worked flawlessly.
 

Stormghetti

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Yeah I saw the Youtube vid of the Upsmash, looks nice! Well idk what's next in my current hack. I'm noticing something odd though. Loading my game then going to "Multi-Man Melee" and fighting the wire frames crashes my game...any ideas on why? I haven't modded those characters either. EDIT: also game crashes during 2nd round of Classic mode, or any 1P modes it seems..
Literally impossible to know unless you tell me what codes you're using.
 

All Things Gaming 6

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Yeah I saw the Youtube vid of the Upsmash, looks nice! Well idk what's next in my current hack. I'm noticing something odd though. Loading my game then going to "Multi-Man Melee" and fighting the wire frames crashes my game...any ideas on why? I haven't modded those characters either. EDIT: also game crashes during 2nd round of Classic mode, or any 1P modes it seems..
Do you have "No Items in Classic Mode" enabled in Melee Code Manager? My build also crashed at the 2nd round of classic mode until I disabled the code.
 

All Things Gaming 6

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Code:
$Reinterpret TransN translation overflows [tauKhan]
C206E114 00000014
C05B019C 5400FFFF
4082000C C03B0038
EC420072 4800000D
42000000 41C00000
7D8802A6 38800000
387B068C C0030000
EC0000B2 C023000C
EC000828 C02C0004
EC2100B2 FC000840
4180001C C003000C
C02C0000 EC2100B2
EC00082A D003000C
48000024 FC200850
FC000840 41810018
C003000C C02C0000
EC2100B2 EC000828
D003000C 2C040002
40800010 38840001
38630004 4BFFFF98
5400FFFF 00000000
the code looks at transN translations difference from last point to current point. if the difference is > 24, then it assumes the animation used 32.0 unit range animation track and had a overflow happen to correct, previous translation component is shifted either back or forward 32.0 units i.e. say the game sees transN x component is 31.25, and the new one is 2.25 the difference is -29.25, which is greater than 24 in magnitude so the previous component is shifted back 32.0 units so the corrected shift becomes -1.25 -> 2.25. the game takes that difference (3.0) and uses it to determine speed later. -tauKhan.

Basically, you use this code if an animation goes beyond the limit for distance. When that happens, you'll see the character in Forge and in-game teleport to their original position. This happens because of Forge's unstable .smd format support for Melee, so a code is needed until this is fixed. The .anim format in Forge doesn't seem to work with custom animations, it only works if you re-import an unedited animation from the game.
This code messes up Kirby's up throw. When he comes down, he almost touches the stage before going back up to the heavens (although for some reason, only the opponent dies.)
 
Last edited:

Stormghetti

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This code messes up Kirby's up throw. When he comes down, he almost touches the stage before going back up to the heavens (although for some reason, only the opponent dies.
Yes, I forgot to include this. There are other issues with the code, but tauKhan hasn't remade the code yet, it's a lot of things to figure out by yourself when you deal with animations.
 

All Things Gaming 6

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Joined
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Messages
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Code:
$Reinterpret TransN translation overflows [tauKhan]
C206E114 00000014
C05B019C 5400FFFF
4082000C C03B0038
EC420072 4800000D
42000000 41C00000
7D8802A6 38800000
387B068C C0030000
EC0000B2 C023000C
EC000828 C02C0004
EC2100B2 FC000840
4180001C C003000C
C02C0000 EC2100B2
EC00082A D003000C
48000024 FC200850
FC000840 41810018
C003000C C02C0000
EC2100B2 EC000828
D003000C 2C040002
40800010 38840001
38630004 4BFFFF98
5400FFFF 00000000


Basically, you use this code if an animation goes beyond the limit for distance. When that happens, you'll see the character in Forge and in-game teleport to their original position. This happens because of Forge's unstable .smd format support for Melee, so a code is needed until this is fixed. The .anim format in Forge doesn't seem to work with custom animations, it only works if you re-import an unedited animation from the game.

This video is now outdated. The distance traveled is innaccurate, but everything else is intact: https://drive.google.com/file/d/1UOu5sK-SrDGlmFOdy6N4nxJ5e5UndWTj/view

http://www.mediafire.com/file/cxiwddu0hop1gxi/Melee_-_S4_Link_Dash_Attack_Import_v2.1.zip/file *v2.1 - Added facial expressions and increased the distance of the attack (requires the "reinterpret TransN translation overflows" code).

Taken from here: http://forums.kc-mm.com/Gallery/BrawlView.php?Number=213478. I only animated a few things so the move can work with Melee Link, but most of it was already imported.
Could you re-upload the old version of Link's Smash 4 dash attack for people who don't want to use the "Reinterpret TransN translation overflows" code? Because it can mess with other animations, like Kirby's up throw, as I've stated previously.
 

Stormghetti

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Messages
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Location
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Could you re-upload the old version of Link's Smash 4 dash attack for people who don't want to use the "Reinterpret TransN translation overflows" code? Because it can mess with other animations, like Kirby's up throw, as I've stated previously.
I'm waiting for someone to make a code for me (which one of the animations will use). Once it's ready, I'll start to update all of the animations here so they don't require codes to work anymore.
 
Last edited:

GuardHax192

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Messages
37
Stormghetti Stormghetti

Do these mods still work? Trying to import the Pikachu file to a new hack I started (replaced both .dat files), assumed we don't need the codes to make it work now? Didn't work and game crashes after selecting a stage. If we do need to use the codes, which ones are needed just for the pikachu mod? Thanks!
 
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