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New Melee Syntax school. You can WRITE character commands now!!

Abyssal Lagiacrus

Fly across the high seas and mountains
Joined
Jul 30, 2014
Messages
1,698
Location
Arkadelphia, Arkansas
NNID
LugiaTheGuardian
3DS FC
2981-6257-4399
I discovered an important thing about SFX.

44000000 00000XXX 00007F40

7F40 is volume!
(Probably, 7F is max volume. about 40, I don't really get it.)
Perhaps there's a way to mess with this to make things louder? I wouldn't say no to a louder :gawmelee:
 

Abyssal Lagiacrus

Fly across the high seas and mountains
Joined
Jul 30, 2014
Messages
1,698
Location
Arkadelphia, Arkansas
NNID
LugiaTheGuardian
3DS FC
2981-6257-4399
I know it's possible to bring in custom music to Melee, but is it possible to bring in custom sound effects? There are some Mr. Game and Watch sounds in a custom Project M G&W that I want to recreate and bring into Melee, but I dunno if that's possible.
 

Itaru

MasterGanon
Joined
Jun 25, 2014
Messages
279
Location
日本 茨城県
I'm making Common SFX list and Ganon's SFX list. I'll upload tomorrow.
What character do you want for next?
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
@ Itaru Itaru
I'm not sure what method you are using, but I would just use this code in Debug Dolphin so you can view the RAM and look at the ID of the last played sound effect. And then just use the Debug Sound Test (set DBlevel to DEVELOP and then hit X on the title screen) to quickly go through every common/character's sound effects.

Code:
[InternetExplorer]
80578000: Set this to the SFX ID you want to play.
80578004: Stores the ID of the last played sound effect.

If you hold D-pad right, the next played sound effect will be the specified ID instead of the usual sound. Then, the specified ID is incremented.
Holding D-pad left will decrement the ID instead.

(1.02)
C238CFF4 0000000A
3DE08046 61EFB109
8A0F0000 3DE08057
61EF8000 822F0000
906F0004 2C100002
41820010 2C100001
41820014 48000018
7E238B78 3A310001
4800000C 7E238B78
3A31FFFF 922F0000
7C0802A6 00000000

ASM:
lis r15,0x8046
ori r15,r15,0xb109
lbz r16,0(r15)
lis r15,0x8057
ori r15,r15,0x8000 lwz r17,0(r15)
stw r3,4(r15)
cmpwi r16,2
beq PLUS
cmpwi r16,1
beq MINUS
b END

PLUS: mr r3,r17
addi r17,r17,1
b END

MINUS:
mr r3,r17
subi r17,r17,1

END:
stw r17,0(r15) mflr r0
 
Last edited:

Itaru

MasterGanon
Joined
Jun 25, 2014
Messages
279
Location
日本 茨城県
@ Itaru Itaru
I'm not sure what method you are using, but I would just use this code in Debug Dolphin so you can view the RAM and look at the ID of the last played sound effect. And then just use the Debug Sound Test (set DBlevel to DEVELOP and then hit X on the title screen) to quickly go through every common/character's sound effects.

Code:
[InternetExplorer]
80578000: Set this to the SFX ID you want to play.
80578004: Stores the ID of the last played sound effect.

If you hold D-pad right, the next played sound effect will be the specified ID instead of the usual sound. Then, the specified ID is incremented.
Holding D-pad left will decrement the ID instead.

(1.02)
C238CFF4 0000000A
3DE08046 61EFB109
8A0F0000 3DE08057
61EF8000 822F0000
906F0004 2C100002
41820010 2C100001
41820014 48000018
7E238B78 3A310001
4800000C 7E238B78
3A31FFFF 922F0000
7C0802A6 00000000

ASM:
lis r15,0x8046
ori r15,r15,0xb109
lbz r16,0(r15)
lis r15,0x8057
ori r15,r15,0x8000 lwz r17,0(r15)
stw r3,4(r15)
cmpwi r16,2
beq PLUS
cmpwi r16,1
beq MINUS
b END

PLUS: mr r3,r17
addi r17,r17,1
b END

MINUS:
mr r3,r17
subi r17,r17,1

END:
stw r17,0(r15) mflr r0
OH MY GOD!
.....
I could do this "If you hold D-pad right, the next played sound effect will be the specified ID instead of the usual sound.Then, the specified ID is incremented.Holding D-pad left will decrement the ID instead." But I couldn't do this "you can view the RAM and look at the ID of the last played sound effect." Help me...
 

Itaru

MasterGanon
Joined
Jun 25, 2014
Messages
279
Location
日本 茨城県
Modified Subaction Event - Damage Self or Heal Self (1.02) [Achilles]

CC00XXXX = damage self XXXX%
CC01XXXX = heal self XXXX%


Code:
Modified Subaction Event - Damage Self or Heal Self (1.02) [Achilles]
04072c1c 60000000
04072c20 60000000
04072c18 60000000
C2072C14 00000007
89C40001 A0840002
8063002C 2C0E0001
40820024 3CA08006
60A5CF5C 7CA903A6
4E800421 3CA08007
60A52C3C 7CA903A6
4E800420 00000000
@ MagicScrumpy MagicScrumpy @ Tater Tater @Ampers @ Itaru Itaru
I made a video.

What if falcon had self heal taunt?
 

Abyssal Lagiacrus

Fly across the high seas and mountains
Joined
Jul 30, 2014
Messages
1,698
Location
Arkadelphia, Arkansas
NNID
LugiaTheGuardian
3DS FC
2981-6257-4399
Hey @ MagicScrumpy MagicScrumpy , how do you set it to where fighters can taunt in the air? I've been wanting this for so long for fun, but I can't figure it out. (Asking you since you made the sick kicks, brah video)
Thanks man.
 

Abyssal Lagiacrus

Fly across the high seas and mountains
Joined
Jul 30, 2014
Messages
1,698
Location
Arkadelphia, Arkansas
NNID
LugiaTheGuardian
3DS FC
2981-6257-4399
Dang, I thought that might've been the case after I posted that, just wanted to wait and see what you said though.
 

Abyssal Lagiacrus

Fly across the high seas and mountains
Joined
Jul 30, 2014
Messages
1,698
Location
Arkadelphia, Arkansas
NNID
LugiaTheGuardian
3DS FC
2981-6257-4399
Do you think there's any way to enable taunts to be used in the air? Like is there some code that make it to where they can only be used on the ground?
 

Tater

Smash Journeyman
Joined
Apr 10, 2014
Messages
201
Location
Socal
NNID
Taternater
3DS FC
2406-5307-2936
@ Itaru Itaru , do you think you can figure out the animation file syntax?
I was researching it for a couple weeks before I burnt myself out on it... It's been a while and I actually kind of want to look into it again. I have some notes(They are mostly speculation, though) that could be helpful if anyone else wants to take a look at the animation format as well.
 

Quillion

Smash Hero
Joined
Sep 17, 2014
Messages
5,937
I was researching it for a couple weeks before I burnt myself out on it... It's been a while and I actually kind of want to look into it again. I have some notes(They are mostly speculation, though) that could be helpful if anyone else wants to take a look at the animation format as well.
You should start a dedicated thread to cracking the Pl**Aj code. Any progress is good progress!
 

Abyssal Lagiacrus

Fly across the high seas and mountains
Joined
Jul 30, 2014
Messages
1,698
Location
Arkadelphia, Arkansas
NNID
LugiaTheGuardian
3DS FC
2981-6257-4399
That's beautiful, is there a list anywhere that lists all the SFX available for changing the sounds of moves?
 

Itaru

MasterGanon
Joined
Jun 25, 2014
Messages
279
Location
日本 茨城県
That's beautiful, is there a list anywhere that lists all the SFX available for changing the sounds of moves?
Please check my sub channel.
https://www.youtube.com/channel/UChrd0OBZpnlpb2s8EYrxkow/

BTW, do you know how to use this code?
@ Itaru Itaru
I'm not sure what method you are using, but I would just use this code in Debug Dolphin so you can view the RAM and look at the ID of the last played sound effect. And then just use the Debug Sound Test (set DBlevel to DEVELOP and then hit X on the title screen) to quickly go through every common/character's sound effects.

Code:
[InternetExplorer]
80578000: Set this to the SFX ID you want to play.
80578004: Stores the ID of the last played sound effect.

If you hold D-pad right, the next played sound effect will be the specified ID instead of the usual sound. Then, the specified ID is incremented.
Holding D-pad left will decrement the ID instead.

(1.02)
C238CFF4 0000000A
3DE08046 61EFB109
8A0F0000 3DE08057
61EF8000 822F0000
906F0004 2C100002
41820010 2C100001
41820014 48000018
7E238B78 3A310001
4800000C 7E238B78
3A31FFFF 922F0000
7C0802A6 00000000

ASM:
lis r15,0x8046
ori r15,r15,0xb109
lbz r16,0(r15)
lis r15,0x8057
ori r15,r15,0x8000 lwz r17,0(r15)
stw r3,4(r15)
cmpwi r16,2
beq PLUS
cmpwi r16,1
beq MINUS
b END

PLUS: mr r3,r17
addi r17,r17,1
b END

MINUS:
mr r3,r17
subi r17,r17,1

END:
stw r17,0(r15) mflr r0
 

Tater

Smash Journeyman
Joined
Apr 10, 2014
Messages
201
Location
Socal
NNID
Taternater
3DS FC
2406-5307-2936
BTW, do you know how to use this code?
To read/write sound effect IDs with this code you need to be using Dolphin's debugger. To run Dolphin's debugger all you need to do is open notepad and paste this text into it:

start "" /wait Dolphin.exe -d

And then save it as a .bat file in the same folder as Dolphin.exe
Double-click your new .bat file and you'll run Dolphin's debugger. It's a lot like normal Dolphin but with extra tools on the left side. You'll need to enable the memory viewer, so click the "View" button at the top of the screen and make sure Memory is checked. Once that's done, Load Melee as normal(You might have to hit the 'play' button if you load Melee and there's just a black screen.)
Find whatever sound effect you want to get the ID of, and then click the "memory" tab on the left side of Dolphin, paste 80578004 into the top-rightmost text box, and press the "Search" button. Now the list of memory addresses will include the value at 80578004(Which stores the ID of the last sound effect played).

It's a little awkward to use, and I'm not the best at explaining things so if anyone needs further help let me know c:
 

MajinSweet

Smash Journeyman
Joined
Jun 13, 2007
Messages
295
Location
New York
Is their any sort of hurtbox format? Basically something that would allow you to change the properties of your hurtbox during a specified animation? Something other than Body State.
 
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