• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Completed FSM Engine Rework - Load FSM's as a .dat File

UnclePunch

Smash Ace
Joined
Nov 9, 2014
Messages
673
I noticed some people were hitting the limit on Crazy Hand's FSM editor. CH places FSM's at a static location in the dol. This not only limits the amount of space for FSM entries to around 240, but also has the potential to overlap with MCM's code injections.

This method loads the FSM file during VS Matches and dynamically allocates it along with the rest of the loaded files, allowing for seemingly unlimited FSM entries.

How to Use:
-Download this template file and rename it to just "FSM.dat"
-Add FSM's to your iso with Crazy Hand as usual
-Save your FSM's in Crazy Hand and open the .dol file from that iso
-Go to dol offset 0x4089B0. This is the FSM table, paste this at 0x20 of the FSM.dat file.
-Rebuild or replace the file in your iso.
-Add the FSM Rework Code using MCM.




Gecko Code Download:
Code:
$FSM Rework1.0 (FSM.dat) [UnclePunch]
C2073338 0000001D
7F63DB78 8BE3006C
3FA08045 63BD3084
1FFF0E90 7FFDFA14
809F0000 8BFF0008
2C040013 4182001C
2C040012 40A20020
2C1F0001 40A20018
38800013 48000010
2C1F0001 40A20008
38800012 C03E0894
FC20081E D8220000
80A20004 80C30070
80E30074 60E78000
83EDB610 2C1FFFFF
4182006C 87BF0008
2C1D0000 41820060
57BC463E 2C1C00FF
41820014 7C1C2000
4182000C 41810048
4BFFFFDC 57BC863E
7C1C2800 41A1FFD0
57BC043E 7C1C3000
4182000C 7C1C3800
4082FFBC 839F0004
2C1CFFFF 41820018
C03F0004 3FE08006
63FFF190 7FE803A6
4E800021 BB610014
60000000 00000000
C216E74C 0000001D
9421FF00 BE810008
7C0802A6 900100FC
480000AD 7C6802A6
7C7D1B78 3D808033
618C796C 7D8903A6
4E800421 2C03FFFF
40820010 3860FFFF
906DB610 48000094
7FA3EB78 3D808001
618C63D8 7D8903A6
4E800421 3803001F
54040034 38600000
3D808001 618C5BD0
7D8903A6 4E800421
3BE30000 38600000
38800044 3D808001
618C5BD0 7D8903A6
4E800421 3BC30000
387D0000 389F0000
38A1000C 3D808001
618C668C 7D8903A6
4E800421 80A1000C
387F0000 389E0000
48000010 4E800021
46534D2E 64617400
38630018 906DB610
800100FC 7C0803A6
BA810008 38210100
3C608017 00000000



MCM Library File Download
 

Attachments

Last edited:

All Things Gaming 6

Smash Apprentice
Joined
Jul 2, 2016
Messages
88
Location
The middle of Knowhere
Thank you! I have tons of codes installed on MCM, & I had to use FSM's while porting Bowser's dair, Ganon's utilt, & Samus' usmash from SD Remix on otherwise unmodified character files (I don't really care for most of their changes.) This is vastly superior to Crazy Hand's built in FSM Engine. I will also use this for future projects. Overall, a job well done. (I used the FSM.dat version.)
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
I can say I have been using this for awhile and one of the nicest things about this is the ability to use DTW to update the needed TyMnView.dat while the game is running to test different FSM speeds for different moves. It's a much quicker and more precise system.
 

PokemonAce101

Smash Rookie
Joined
Jan 27, 2019
Messages
7
Location
Colorado
For the Gecko code version of this, what hex do I need to change for it to read TyMnView instead of FSM? Already have it set up that way from the MCM Inject version
 

narjunajnimre

Smash Rookie
Joined
Aug 30, 2020
Messages
5
" -Save your FSM's in Crazy Hand and open the .dol file from that iso "
How do you open the .dol file from an iso?
 
Top Bottom