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

TragicGameplay

Smash Cadet
Joined
Sep 26, 2015
Messages
30
hey i dont think it was covered and if it was im sorry but could you tell how to increase the size of how many bytes you can have per attack
 

Itaru

MasterGanon
Joined
Jun 25, 2014
Messages
279
Location
日本 茨城県
hey i dont think it was covered and if it was im sorry but could you tell how to increase the size of how many bytes you can have per attack
I explain with Ganon's Up-Tilt.

First, Command starting point is 0x4870. So, compute 0x4870 - 0x20 = 0x4850 (Hexadecimal)

Second, search 00004850 in your hexeditor, and overwrite with 0000XXXX. 0xXXXX + 0x20 (Hexadecimal) is new starting point.

In PlGn.dat, 6F70-71E0 is free space.
 
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Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
What if Ganon had a rest?
I've always mocked that the best way to balance melee is to give everyone a shine, rest, knee, laser, stitch, and a wobble.

Your videos bring this to life and I'm glad you have fun while doing that~
 
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Itaru

MasterGanon
Joined
Jun 25, 2014
Messages
279
Location
日本 茨城県
About 54000000 format.

I think it says "there is character specific effects" like this
無.jpg

But, 54000000 does not say "specific GFX number is *** "
 

Dr.Pr.Mr.

Smash Cadet
Joined
Jul 20, 2014
Messages
37
so if you guys can change models, hotboxes, animations, and commands, could you theoretically make an entirely new character?
 

Tater

Smash Journeyman
Joined
Apr 10, 2014
Messages
201
Location
Socal
NNID
Taternater
3DS FC
2406-5307-2936
so if you guys can change models, hotboxes, animations, and commands, could you theoretically make an entirely new character?
We can change hitboxes, and we're just starting to delve into changing models(The format for models in melee is... inconsistent? We were farther along but Tcll Tcll dropped off the face of the earth.) Animations are nearly a complete mystery; I've tried figuring out the format but like models it seems inconsistent.
For the time being, you can make a "new" character in the sense that you can completely change things like their dash speed, jump height, wavedash length/friction, gravity, swap their animations(native to the character), and reprogram subactions. You can make Pichu play like Fox, but you can't turn Pichu into Squirtle if that makes any sense.
 

Dr.Pr.Mr.

Smash Cadet
Joined
Jul 20, 2014
Messages
37
We can change hitboxes, and we're just starting to delve into changing models(The format for models in melee is... inconsistent? We were farther along but Tcll Tcll dropped off the face of the earth.) Animations are nearly a complete mystery; I've tried figuring out the format but like models it seems inconsistent.
For the time being, you can make a "new" character in the sense that you can completely change things like their dash speed, jump height, wavedash length/friction, gravity, swap their animations(native to the character), and reprogram subactions. You can make Pichu play like Fox, but you can't turn Pichu into Squirtle if that makes any sense.
maybe someday lol
 

Tcll

Smash Lord
Joined
Jul 10, 2010
Messages
1,780
Location
The Gates of Darkness
NNID
Tcll5850
yea, I'm just orbiting and have come to pass by again...
hopefully I'll come back down soon

I havn't stopped working though, and heck now that SIDE is somewhat functional, I'm able to work on deciphering alot more. ;)

eventually I'll get there. :)
 

omegagmaster

Smash Cadet
Joined
Dec 20, 2015
Messages
44
This is really cool and all, but I've been experimenting with it, and it seems the scaling on things like the radius of a hitbox and the offsets are WAAAY crazy. Is there a certain scale for a certain offset number equals a pixel or something? I mean while experimenting with ganon uptilt I set the radius of the hitbox to 1300 and you have to be exactly next to him in order to get hit. ???

**EDIT**

The small uptilt range was due to the X offset which was still high. I forgot the exact value it was because I eventually tinkered and found the right offset. But still, is there a scale for the offsets/radius such that a certain number would equal a pixel? It would really help with the things I'm making. Thanks again.
 
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Ceeb_116

Smash Rookie
Joined
May 10, 2015
Messages
16
Location
Oklahoma City, OK
this is awesome thanks so much Itaru Itaru ! But i have a question can you replace specials with other specials im trying to make dk down b rollout

**EDIT**
also can i change the distance the attack takes you horizontally?
 
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omegagmaster

Smash Cadet
Joined
Dec 20, 2015
Messages
44
In addition, Itaru Itaru I have a question regarding adding more bytes to an attack.

I'm trying to add more bytes to G&W's Judgment 2 hammer grounded, which only has 56 bytes. When I search 391C (as the attack starts at 393C according to Crazy Hand) I get two results. If I modify either of them and then paste my code into the new starting point (which I have set at 0x6FF0) strange things happen.

Here are some screenshots of what happens to some of G&W's moves with this modification.



Forward roll. Game & Watch stays in this pose during the entire animation. There is also a different one for his backward roll I'm sure.



Forward tilt. The animation is slowed down and does not complete during the attack's frames.



Umm, transition between air dodge and helpless state? I don't even know. But it happens after an airdodge so I'm sure that is what it is.

Some other stuff is messed up with his moveset, like sometimes when Judgment is executed the animation plays without a hitbox or a number. So I was wondering if you could explain how to determine if the byte sequence is animation related data (which I read about in your other thread) or if it's related to the attack. Or if you could at least explain how you would go about doing this for G&W's hammer.

The code for the hammer that I tried implementing is below:

14000000 0000387C 0C000002 2C008820 03E80000 05140000 B4940013 32000117 2C808820 02580000 012C0000 B4940013 32000117 04000003 40000000 10000000 14000000 000038CC

If you need any other information please just ask and I will provide it. Thanks for your help!
 

Itaru

MasterGanon
Joined
Jun 25, 2014
Messages
279
Location
日本 茨城県
This is really cool and all, but I've been experimenting with it, and it seems the scaling on things like the radius of a hitbox and the offsets are WAAAY crazy. Is there a certain scale for a certain offset number equals a pixel or something? I mean while experimenting with ganon uptilt I set the radius of the hitbox to 1300 and you have to be exactly next to him in order to get hit. ???

**EDIT**

The small uptilt range was due to the X offset which was still high. I forgot the exact value it was because I eventually tinkered and found the right offset. But still, is there a scale for the offsets/radius such that a certain number would equal a pixel? It would really help with the things I'm making. Thanks again.
Unfortunately, it has not been yet investigated.
If Bone number is 0, hitbox has x,y,z offset.
But, if Bone number is not 0, I can not understand completely. (Polar coordinates or something?)

this is awesome thanks so much Itaru Itaru ! But i have a question can you replace specials with other specials im trying to make dk down b rollout

**EDIT**
also can i change the distance the attack takes you horizontally?
Yes. and,
"also can i change the distance the attack takes you horizontally?"
Ground UpB is "Yes" . Let's go to Character specific attributes in CrazyHand.
DownB rollout is "No"

In addition, Itaru Itaru I have a question regarding adding more bytes to an attack.

I'm trying to add more bytes to G&W's Judgment 2 hammer grounded, which only has 56 bytes. When I search 391C (as the attack starts at 393C according to Crazy Hand) I get two results. If I modify either of them and then paste my code into the new starting point (which I have set at 0x6FF0) strange things happen.

Here are some screenshots of what happens to some of G&W's moves with this modification.



Forward roll. Game & Watch stays in this pose during the entire animation. There is also a different one for his backward roll I'm sure.



Forward tilt. The animation is slowed down and does not complete during the attack's frames.



Umm, transition between air dodge and helpless state? I don't even know. But it happens after an airdodge so I'm sure that is what it is.

Some other stuff is messed up with his moveset, like sometimes when Judgment is executed the animation plays without a hitbox or a number. So I was wondering if you could explain how to determine if the byte sequence is animation related data (which I read about in your other thread) or if it's related to the attack. Or if you could at least explain how you would go about doing this for G&W's hammer.

The code for the hammer that I tried implementing is below:

14000000 0000387C 0C000002 2C008820 03E80000 05140000 B4940013 32000117 2C808820 02580000 012C0000 B4940013 32000117 04000003 40000000 10000000 14000000 000038CC

If you need any other information please just ask and I will provide it. Thanks for your help!
Unfortunately,
http://smashboards.com/posts/20579983/

So, you must find another free space.
 

omegagmaster

Smash Cadet
Joined
Dec 20, 2015
Messages
44
Okay, I see now. Thanks!

**EDIT**

I just have one more question regarding that. When I do find another usable free space, and I get multiple search results for 391C, which result should I replace with the new starting location?
 
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omegagmaster

Smash Cadet
Joined
Dec 20, 2015
Messages
44
I found a new starting point for G&W's Judge 2 at around 64A0 or that area. There's a random hitbox coded there however, so I pasted my code at 64C0 and changed all valid instances of 391C to 64A0. There are no animation glitches, but now the code doesn't execute. (Game & Watch swings an empty hammer with no number graphic and no hammer when 2 is chosen) When adding code to a new location, does the 20 bytes before it need to be empty? And/or am I doing something else wrong?

I also feel given the questions I have we should instead have a conversation next time. It would be much easier to get answers.

Thanks for the help you've given, it has been extremely invaluable for my progress in coding the hammer so far. Even though nothing has yielded, at least I have fixed mistakes I've made trying it myself.
 
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Itaru

MasterGanon
Joined
Jun 25, 2014
Messages
279
Location
日本 茨城県
I found a new starting point for G&W's Judge 2 at around 64A0 or that area. There's a random hitbox coded there however, so I pasted my code at 64C0 and changed all valid instances of 391C to 64A0. There are no animation glitches, but now the code doesn't execute. (Game & Watch swings an empty hammer with no number graphic and no hammer when 2 is chosen) When adding code to a new location, does the 20 bytes before it need to be empty? And/or am I doing something else wrong?

I also feel given the questions I have we should instead have a conversation next time. It would be much easier to get answers.

Thanks for the help you've given, it has been extremely invaluable for my progress in coding the hammer so far. Even though nothing has yielded, at least I have fixed mistakes I've made trying it myself.
I have new discoveries.

Unfortunately, 14000000 0000XXXX (Subroutine) and 1C000000 0000XXXX (Go to) are not able to be moved.
So, if you used Subroutine command in a new area, command will be over.

Let's try this command.
7C280007 08000010 DC0003FD 00046D0C
00007F40 0C000002 2C008820 03E80000
05140000 B4940013 32080117 2C808820
02580000 012C0000 B4940013 32080117
04000003 40000000 10000000

This command includes a part of subroutine.
7C280007 is hammer head and DC... is SFX and GFX
 

omegagmaster

Smash Cadet
Joined
Dec 20, 2015
Messages
44
Thanks Itaru, the command actually works! Only problem is that the number doesn't show up with it. Oh well. I decided to experiment with random model mod formats I found through search of 7C and Crazy Hand; these are the results so far

7C280006 - Frying pan? (Neutral B)
7C280000 - Bell (Taunt, pummel and getup attack?)
7C280004 - Flag
7C280007 - Hammer (Judgment and down smash)
7C100000 - Nothing?
7C100001 - Greenhouse pump (Jab)
7C280003 - Chair (forward tilt)
7C100003 - Helmet (Up smash)
7C1FFFFF - ? (Part of up smash)
7C200000 - A hat? I don't know its usage
7C2FFFFF - Unsure if this is a model mod...
7C37FFFF - Nothing :C (Found under a search for model mod)
7C3FFFFF - Nothing :C
7C47FFFF - Nothing :C
7C480000 - The other hammer in down smash
7C280001 - Cement Block/Credit Card (Forward air)
7C280005 - Key (Down air)
7C100002 - Snooter thing (Up air)
7C500005 - Z (Part of G&W's sleeping animation)
7C500004 - Z (Part of G&W's sleeping animation)
7C500003 - Z (Part of G&W's sleeping animation)
7C080000 - Nothing?
7C0FFFFF - Unsure if even a model mod...
7C100004 - WTF??? LMAO I think it's his head or something? It removes that section completely

7C100005 - Same as 7C100004
Pretty sure anything above 7C100003 within the 100000 range is the same as 7c100004...
7C500000 - Some dot...?
7C500001 - Another dot...?
7C500002 - Dot... What are these dots for?
7C280002 - Bucket (Down B)

This is what I have found so far. Some of these I had to find through Crazy Hand. There may be other models, but that isn't from what I see. For example, I found "8C000000" for G&W's down tilt but nothing that could be related to the "table" that appears in the attack. It could be a summon for a projectile but I'm sure it's something different because it's also in other attacks.

**EDIT**

I also found through Crazy Hand that the "Nothing"s above actually are used in grabs. For example, 7C0FFFFF is used at the end of every grab. It seems to be invisible or something.
 
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Itaru

MasterGanon
Joined
Jun 25, 2014
Messages
279
Location
日本 茨城県
Thanks Itaru, the command actually works! Only problem is that the number doesn't show up with it. Oh well. I decided to experiment with random model mod formats I found through search of 7C; these are the results so far

7C280006 - Some weird circle thing that looks like up smash facing right that is on G&W's hammer hand. ? If somebody could identify it that would be great.
7C280000 - Bell (Taunt and getup attack)
7C100001 - Nothing? Nothing changes the attack

I will do more investigating later.

Note that the investigations I made were done under 5 minutes before I had to go offline.
Probably, 7C280006 is frying pan.
http://smashboards.com/posts/18525635/
 

omegagmaster

Smash Cadet
Joined
Dec 20, 2015
Messages
44
I updated my post with more models... it was pretty weird. Anyways I have some questions and some info relating to models and other commands

Are the Judgment number signs models? If so, how could I use them (to fix my Judgment 2's sign)

I found that GFX can have bone attachment in Crazy Hand. Is there a place where this parameter exists in the command?

How would I go about using Goto and subroutines? In grounded form Judgment uses Goto while aerial uses a bunch of subroutines. (Just for reference)

Is there a command format for grab boxes?
 
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Dnaielson

Smash Rookie
Joined
Apr 21, 2014
Messages
8
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 @ Tater Tater @Ampers @ Itaru Itaru
How do you apply this mod? I'm sorry, I'm new to this stuff...
Is it an asm injection mod? If so, what's the injection point?
Or is it a gecko or AR code? I never know how you tell.

I've tried applying in dolphin as an AR code and as a gecko code but neither work. I've also tried a few things to get it to work as an injection mod but I didn't know what I was doing it crashed the game...
 
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omegagmaster

Smash Cadet
Joined
Dec 20, 2015
Messages
44
How do you apply this mod? I'm sorry, I'm new to this stuff...
Is it an asm injection mod? If so, what's the injection point?
Or is it a gecko or AR code? I never know how you tell.

I've tried applying in dolphin as an AR code and as a gecko code but neither work. I've also tried a few things to get it to work as an injection mod but I didn't know what I was doing it crashed the game...
Pretty sure it's a Gecko code. I could be wrong though.

Edit: Just read the post fully. I don't know then.
 
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Myougi

My posts are gluten free.
Joined
Mar 14, 2014
Messages
484
Location
WEST COAST BEST COAST
How do you apply this mod? I'm sorry, I'm new to this stuff...
Is it an asm injection mod? If so, what's the injection point?
Or is it a gecko or AR code? I never know how you tell.

I've tried applying in dolphin as an AR code and as a gecko code but neither work. I've also tried a few things to get it to work as an injection mod but I didn't know what I was doing it crashed the game...
Pretty sure it's a Gecko code. I could be wrong though.

Edit: Just read the post fully. I don't know then.
The code in question is comprised of multiple parts (since technically there's more than two codes, but for simplicity purposes they are grouped into two sets of codes). The codes are formatted as both static overwrite codes and ASM injections - the first code is comprised of both of these, and the second code is actually just a function to call the master code from within a subaction. As with most things, the Gecko code (master code, the one I'll be breaking down first) can be injected into the Start.DOL by searching for the offset using ShamRock's method.

Any gecko code starting with 04 is a static overwrite and any code starting with C2 is an ASM injection. Here's the master code, split into parts. There are three static overwrites (04) and one ASM injection (C2). This entire code can be read as a Gecko 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

Dark Red: Gecko code instruction for ASM
Red: The actual ASM code
Light Red: Header/Footer of the ASM code. This is omitted when injecting the code into the DOL.
Dark Blue: Gecko code instruction for a static overwrite. Replace this instruction with 80 for the ram offset equivalent.
Blue: The following digits of the instruction are the location the next set of digits will overwrite.
Light Blue: The rest of static overwrite. This is the hexadecimal values that will overwrite the given address in the first part of the gecko code.


Modified Subaction Event - Damage Self or Heal Self(1.02) [Achilles]
CC00XXXX = damage self XXXX%
CC01XXXX = heal self XXXX%

The second part of Achilles' code is basically static overwrites to subactions within character files. For these to work, you would go into a Character's file (Plxx.dat) and write these commands to be executed when a subaction (a move) is called. For example, say when Ganon executes his up-tilt (0x04870) we can modify the code to call for the modified subaction event (top code) and allow Ganon to heal or take damage (depending on what we set the XXXX% in the lower code to) whenever the player inputs an up-tilt). Basically what is happening is the master code (top code) is modifying the conditions set normally for a damage/heal subaction, allowing it to become a modifiable variable we set within the character's file.

Hopefully I explained that right.
The holidays have kept me away from my computer. :p
 

omegagmaster

Smash Cadet
Joined
Dec 20, 2015
Messages
44
More models now... If anybody could provide a location where the hammer signs are I would be super grateful...
 

Dnaielson

Smash Rookie
Joined
Apr 21, 2014
Messages
8
The code in question is comprised of multiple parts (since technically there's more than two codes, but for simplicity purposes they are grouped into two sets of codes). The codes are formatted as both static overwrite codes and ASM injections - the first code is comprised of both of these, and the second code is actually just a function to call the master code from within a subaction. As with most things, the Gecko code (master code, the one I'll be breaking down first) can be injected into the Start.DOL by searching for the offset using ShamRock's method.

Any gecko code starting with 04 is a static overwrite and any code starting with C2 is an ASM injection. Here's the master code, split into parts. There are three static overwrites (04) and one ASM injection (C2). This entire code can be read as a Gecko 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

Dark Red: Gecko code instruction for ASM
Red: The actual ASM code
Light Red: Header/Footer of the ASM code. This is omitted when injecting the code into the DOL.
Dark Blue: Gecko code instruction for a static overwrite. Replace this instruction with 80 for the ram offset equivalent.
Blue: The following digits of the instruction are the location the next set of digits will overwrite.
Light Blue: The rest of static overwrite. This is the hexadecimal values that will overwrite the given address in the first part of the gecko code.


Modified Subaction Event - Damage Self or Heal Self(1.02) [Achilles]
CC00XXXX = damage self XXXX%
CC01XXXX = heal self XXXX%

The second part of Achilles' code is basically static overwrites to subactions within character files. For these to work, you would go into a Character's file (Plxx.dat) and write these commands to be executed when a subaction (a move) is called. For example, say when Ganon executes his up-tilt (0x04870) we can modify the code to call for the modified subaction event (top code) and allow Ganon to heal or take damage (depending on what we set the XXXX% in the lower code to) whenever the player inputs an up-tilt). Basically what is happening is the master code (top code) is modifying the conditions set normally for a damage/heal subaction, allowing it to become a modifiable variable we set within the character's file.

Hopefully I explained that right.
The holidays have kept me away from my computer. :p
Oh my goodness, that was unbelievably helpful. Thank you so much!
 

Itaru

MasterGanon
Joined
Jun 25, 2014
Messages
279
Location
日本 茨城県
I updated my post with more models... it was pretty weird. Anyways I have some questions and some info relating to models and other commands

Are the Judgment number signs models? If so, how could I use them (to fix my Judgment 2's sign)
I think Judgment number signs are not model mod but character's specific GFX like Ganon's purple GFX.
I can not understand completely because there is no information but if I deleted all commands, it will disappears.

I found that GFX can have bone attachment in Crazy Hand. Is there a place where this parameter exists in the command?
Yes. but it is not investigated.
If there is 28000000..., GFX has x,y,z offset. But, 28340000... or 29400000... or something, it will be generated in somewhere of character's body. It has polar coordinates or something.

Is there a command format for grab boxes?
Yes. In CrazyHand, it is Unknown. but, it is grab hitbox.
2.png

In hexeditor, 20 says "this is grab hitbox"
3.png
 

omegagmaster

Smash Cadet
Joined
Dec 20, 2015
Messages
44
Thanks Itaru.

Ugh these Judgment signs hurt my head... I tried looking in aerial Judgment in attempt to use the subroutines there to find sign code, and all I got were ALL of the Judgments listed as subroutines...

G&W's PlGw.dat is ? I don't know a word to describe it anymore.

*EDIT*
I noticed a little while back you were describing "54000000" format. This is supposed to trigger character specific GFX in Ganon right? Because then I could probably find G&W's hammer...
 
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omegagmaster

Smash Cadet
Joined
Dec 20, 2015
Messages
44
I was trying to experiment with FSM to make Ganon's Warlock Punch come out on frame 1. But, I don't exactly know how to use FSM. The only time I saw it in use was for Super Saiyan Fox. If somebody could explain how to use FSM and how to apply it to moves like Warlock Punch I would be very grateful.
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH

nebula_benula

Smash Cadet
Joined
Sep 3, 2015
Messages
26
Location
Oviedo, Florida
* I'm a Japanese. So, PLEASE use EASY English.:)



Promotion Video


High Quality and 60fps is here

There is the language that is used only in Pl**.dat. If you understand this language, you will be able to WRITE Hitbox, Graphic Effect(GFX), Sound Effect(SFX), Body Aura, etc...

You may have seen Crazy Hand made by Ampers. His program is just..... so God-like. CrazyHand can edit character commands. BUT, it cannot WRITE commands. So, I explain Melee Syntax.

And, MASTERGANON is now available!

follow me! https://twitter.com/meleesyntax

What you need

Dolphin emulator
GCRebuilder Replace files.
Melee ISO, I can't link you to the ISO.
Hex Editor
Crazy Hand
Present for you
Commom GFX list
MasterGanon file MASTERGANON PlGn.dat
(I gave up installing DIOS MIOS. So, I cannot guarantee wii will not freeze. Someone, please report it. )

God Ganon Texture

HQ Ganon vs Ganon video


Sakurai Directs SSBM to you MvOpen.mth




東方 (Touhou) HQ Opening MvOpen.mth (It Requires Rebuild and replace MvOpen.mth and MvOmake15.mth. If you don't want to do so, 東方(Touhou) Opening MvOpen.mth (Standard quality))




WiiU Opening MvOpen.mth


Tutorial

I explain with Ganon's Up-Tilt.
First, Open your CrazyHand.(If you cannot open it, your computer doesn't have Java Runtime Environment.)
Ganondorf>Subactions>Up-Tilt
Please memorize "Offset 0x4870".


Second, export Pl**.dat.(In this case, PlGn.dat)

Third, open hex editor and jump to 4870.
This is command starting point.

Please watch this video.



Commands
Hitbox format

Please read this

Common GFX format
28000000 AAAA0000 BBBBCCCC DDDDEEEE FFFFGGGG
This is common graphic effect format.

A is GFX number. (list)
B:Z-offset
C:Y-offset
D:X-offset
E:Range of scatter(about Z-axis)
F:Range of scatter(about Y-axis)
G:Range of scatter(about X-axis)

And,my English is so poor(^_^;
So, I explain with a picture.
If there is a graphic effect which is 28000000 eeee0000 0000yyyy xxxx0000 AAAABBBB, It becomes like this
(Sometimes,you will see 29380000 or 28D80000 or other one. In this case,effects are generated from somewhere in bodies.It has not been investigated yet.)

Sound Effect format

44000000 000XXXXX 00007F40
This is Common SFX format.
X is SFX number.
If it is XXX, this is Common SFX.
If it is XXXXX, this is Character SFX.
For example, 44000000 000493E4 00007F40 (This is Ganon's Sound effect) isn't able to use any other character.
Someone, please make SFX list. I'm so tired...

Self Damage format
CCXXXXXX is self damage format. Max damage is 16777215%! hahaha!

Smash Charge format
E0XXYYYY ZZ000000
This is smash charge format.
You can use this format for all :GCA: attacks!
X means "Character can charge X frames"
Y is "Damage rate of increase"
About Z,read this post.

http://smashboards.com/goto/post?id=13616960

Body Aura format

B8XX0000 and B9XX0000 is Body Aura format.
X is Body Aura number, please read this post

GFX and SFX format

This is very useful format.
DC000XXX 000YYYYY 00007F40
X is GFX
Y is SFX
This format generates GFX and SFX at the same time.

How to increase the size of how many bytes you can have per attack?

http://smashboards.com/posts/20337474
I know you can edit things like hit boxes and damage with programs such as Crazy Hand, but how do you implement seperate textures for the hacked moves? I know it can be done with fox and falco lasers but I wanted to edit samus' charge shot specifically.. Her neutral special is currently the Normal blue ball and I want to import a different texture for that?
 
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