CAVEM4N
Smash Rookie
So with your Super Saiyan Fox mod, how do I implement the PIFx.dat?
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!
Replace PlFx.dat with GCRebuilder. (Read the first post in this thread.)So with your Super Saiyan Fox mod, how do I implement the PIFx.dat?
LOL ...that laugh as God Ganon murders you.... So terrifying.I made a video.
What if falcon had self heal taunt?
Unfortunately, It cannot be changed.Itaru , it was never really explained how to change graphic size. Could you please? Hi~
XD that explains it.Unfortunately, It cannot be changed.
I explain with Ganon's Up-Tilt.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've always mocked that the best way to balance melee is to give everyone a shine, rest, knee, laser, stitch, and a wobble.What if Ganon had a rest?
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 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.so if you guys can change models, hotboxes, animations, and commands, could you theoretically make an entirely new character?
maybe someday lolWe 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 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.
Unfortunately, it has not been yet investigated.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.
Yes. and,this is awesome thanks so much 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?
Unfortunately,In addition, 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!
I think all of results.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?
I have new discoveries.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.
Probably, 7C280006 is frying pan.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.
How do you apply this mod? I'm sorry, I'm new to this stuff...Modified Subaction Event - Damage Self or Heal Self (1.02) [Achilles]
CC00XXXX = damage self XXXX%
CC01XXXX = heal self XXXX%
@MagicScrumpy @ Tater @Ampers @ ItaruCode: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
Pretty sure it's a Gecko code. I could be wrong though.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...
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...
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.Pretty sure it's a Gecko code. I could be wrong though.
Edit: Just read the post fully. I don't know then.
Oh my goodness, that was unbelievably helpful. Thank you so much!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.
I think Judgment number signs are not model mod but character's specific GFX like Ganon's purple GFX.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)
Yes. but it is not investigated.I found that GFX can have bone attachment in Crazy Hand. Is there a place where this parameter exists in the command?
Yes. In CrazyHand, it is Unknown. but, it is grab hitbox.Is there a command format for grab boxes?
http://smashboards.com/threads/mele...t-here-in-the-op.247119/page-98#post-14773022I 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.
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?* 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 emulatorPresent for you
GCRebuilder Replace files.
Melee ISO, I can't link you to the ISO.
Hex Editor
Crazy Hand
Commom GFX listTutorial
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
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 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
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