Yes, it's checked. :/
But okay, I think I can figure this out somehow. Also, how should I put in the cheats? Should I take every "D0-80" and put them in separate cheats? Or should I put them all together?
Idk what to say, other than trying my code example. It worked for me, not sure why it wouldn't for you.
Np
.
I wound up re-reading all the thread to check if I missed any good codes and found the Falcon savestate. (Awesome btw.)
So, my questions are:
Is it possible to actually just get the Hex data of the Fair and Nair changes to directly edit the rom?
If possible, how can I do it?
Yes it's possible. First you have to
decompress the ROM. Then you have to find the file that contains the data you want to edit (i use a premium hex editor that lets you search multiple files simultaneously). After editing the file, you can use a
vpk compressor to compress the file, then use a
file inserter to put it back into the ROM. After you are done editing the ROM, be sure to update the CRC. You can use a tool called rn64crc.exe. To make compressing easier, I made a
gui front end for that compressor. Just put the exe in the same directory as the compressor, as well as the edited compressed files (to simplify the process).
Keep in mind that you'll need to install python for the decompressor and file inserter. Can't remember which version they use though ;/ .
Edit: Tested Madao's last patch. Freakin' amazing. How did you make the time-stock match code not freeze the game when you exit Vs. mode?
Thanks for the feedback
. If the gameshark code for time-stock match freezes the game, then that means I need to fix the gameshark code . It probably needs an activator code. Just never got around to fixing certain codes.
Whoa, whoa, whoa, whoa. Hold the phone. Is that still a thing? I wanna help!
Yes this is real
. It's incomplete though, so it doesn't support projectile hitboxes, as well as certain properties. I think the picture explains a lot. Basically, columns D - H (those numbers betwen DS (loop) and Hitbox) represent the in-game hex data for the attacks. So each Hitbox has 20 bytes of hex data as you can see. The picture illustrates that inputing the same properties, generate the exact same output that the game does, so you can use this tool to make your own hitboxes. Keep in mind that since the program isn't complete, some of the other commands could possibly not be perfectly implemented.
Columns N - AF in the picture, show the results of the hex data. Kbs = Knockback Scaling, Fkb = Fixed Knockback, SD = Shield damage bonus, SLV = sound level, and Bkb = Base Knockback. For more information on it, you can read the text file.
The best way you could help is by just documenting information. I think I may document more stuff in the near future.