• 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!

Help/Brainstorm: Mod game to allow taunt in mid-air

ollonk

Smash Cadet
Joined
Dec 1, 2014
Messages
26
Hello all. If all of the right changes are possible, my end goal is a hilariously broken Brawl mod... That being said, I've hit a significant wall.
I've been digging through hacking methods (.gct codes, editing of fit[character].pac files with PSA,) with the goal of allowing the taunt buttons to respond in the air.

I'm more or less appealing to previous experience modding Brawl.

Are either of the following known to be possible/impossible with the current set of tools we have?
-Intercept inputs directly to change their behavior (e.g. have the up-button on the d-pad execute code before taunting)
-Make characters suddenly behave as if they are grounded/on a platform, even though they are falling/jumping


The closest existing code that I'm aware of that approaches this topic is the Moon Jump code by BullyWiiPlaza.
https://www.youtube.com/watch?v=Bb-slH99xAQ

Project M also has a code for taunt-stooling, which causes the taunt button to perform foot-stooling instead of the jump button.
http://forums.brawlminus.net/threads/new-footstool-triggers-code-complete-v2-final.127/


If anyone here has had experience screwing up the game engine enough to help with what I'm trying to do (or keep me from wasting more time on something that's not possible), your input would be much appreciated.


-Ollonk
 

Mawootad

Smash Rookie
Joined
Nov 14, 2009
Messages
20
Whether or not a controller input is valid is decided by the aptly named (if misspelled) ftGeneralTermDisideModuleImpl[0][1] in sora_melee (the first module call of interest that eventually leads to said function is in soStatusModuleImpl[0][21]). It links to two other lengthy switch statements that fully determine whether or not a fighter should respond to a certain change action statement. Outside of some very clever solutions, you'll want to figure out which switch corresponds to taunt (good luck) and nop whatever module call checks for being airborne/grounded (you'll need to play around to make sure it responds correctly no matter what the air/ground status is). As for the codes you linked, I'm pretty sure that the moon jump has nothing to do with what you're looking for (and I know for a fact that taunt to footstool doesn't). What actually is something you should be interested in (I believe) is the universal wall jump code, which, IIRC, directly interacts with that code chain.
 

ollonk

Smash Cadet
Joined
Dec 1, 2014
Messages
26
Thank you for the lead. I'll see where this goes. :D

Edit
I'll admit when what I'm working on is out of my expertise. When I first started in on this, I thought it would be a project that could be tackled with the tools that exist, but this looks like it's mostly going to involve hex editing and other tasks that are way outside of my pay grade. I'm a lot of things, but I'm not a HEX developer, and I know little about the way Brawl is coded.

Would anyone on this board be aware of someone who'd be interested in working on this for a monetary bounty?
 
Last edited:

Mawootad

Smash Rookie
Joined
Nov 14, 2009
Messages
20
Well if it helps any I was wrong about controller input being read by ftGeneralTermDisideModuleImpl[0][1], that's actually the fighter's requirement checker and just happens to be called repeatedly by soStatusModuleImpl[0][21] because obviously every time Brawl needs to change actions it needs to check requirements. That would mean that taunt being ground only might just be a psa thing, although probably not something that's controlled by actual commands, it's more likely one of the numerous data fields in the files that nobody has quite figured out (you'll need something other than psa to view said data, tabuu or an early version of brawlbox will work though). Or if pressing taunt at the end of an aerial interrupts the ending of the animation then literally all you need to do is change the "Change Action: Action = e, Requirement = In Air" to "Change Action: Action = e, Requirement = In Air; Additional Change Action Requirement: Animation End" using a fighter.pac injection (try that because you need to do that no matter what), although I don't believe you'll be that lucky.
 
Top Bottom