ROM Hack [Release] Sm4shCommand

gryz

Well-Known Member
Member
Joined
May 26, 2016
Messages
407
Trophies
0
Age
22
XP
297
Country
United States
Also, is there anyway to tell exactly what animation correlates to what offset in the fighter.mscsb? I ask because Fox can jump cancel his shine if he reflects something, and I want to port the MSC script handling that specific jump cancel input to all animations involving shine so you can always jump cancel.
 
  • Like
Reactions: Deleted User

The_Marcster

Well-Known Member
Newcomer
Joined
Aug 18, 2015
Messages
98
Trophies
0
Age
24
XP
86
Country
Gambia, The
I am following this project for quite a while now but never got it to work, today I decided to try it once more with the latest nightly build. Sure enough, it didn't work again. Then I saw the problem about periods being replaced by commas depending on the computer's locale a few pages back and I'm pretty sure that's my problem too, but I still can't fix it because even manually replacing all commas used in numbers with periods doesn't work. If I replace something like "Z=4,4" with the (hopefully) correct "Z=4.4", then close the attack and reopen it, it is changed to "Z=44" (removing the period). Is there anything I'm doing wrong or something I can do to fix it?
 

Sammi Husky

Well-Known Member
OP
Member
Joined
Jul 6, 2014
Messages
312
Trophies
0
Age
29
XP
498
Country
United States
I am following this project for quite a while now but never got it to work, today I decided to try it once more with the latest nightly build. Sure enough, it didn't work again. Then I saw the problem about periods being replaced by commas depending on the computer's locale a few pages back and I'm pretty sure that's my problem too, but I still can't fix it because even manually replacing all commas used in numbers with periods doesn't work. If I replace something like "Z=4,4" with the (hopefully) correct "Z=4.4", then close the attack and reopen it, it is changed to "Z=44" (removing the period). Is there anything I'm doing wrong or something I can do to fix it?

I dont currently have a fix for this, but im working on getting it fixed as soon as i can. Sorry bout that.

To the others in the thread:

The separate subactions for specials (specialHigh, specialHigh_c2, etc) are the customs. C2 is custom 1, etc

And lastly, i'll look into unpacking the BCH animation files but to i may not be able to do it for a while
 

gryz

Well-Known Member
Member
Joined
May 26, 2016
Messages
407
Trophies
0
Age
22
XP
297
Country
United States
And lastly, i'll look into unpacking the BCH animation files but to i may not be able to do it for a while

:)
 
D

Deleted User

Guest
Set_frame_duration() is what people have been using to modify startup and endlag, correct? In what manner does that method work? Does it need to apply before the action? Because as far as I can tell, editing the Asyncronous_timer() method didn't modify startup or endlag when i changed the number of frames.
 

Sammi Husky

Well-Known Member
OP
Member
Joined
Jul 6, 2014
Messages
312
Trophies
0
Age
29
XP
498
Country
United States
Asynchronous_Timer halts code execution (not animation) until the frame specified. Synchronous_Timer halts execution for the number of frames specified.

Set_Frame_Duration sets how long each frame takes to complete. for example you can set it so 1 frame actually takes the same amount of time as 2 frame. This would mean after 60 frames, 2 seconds would have passed rather than 1 because it takes twice as long for each frame.
 
  • Like
Reactions: Deleted User

Yudowat

That one guy that shows up occasionally
Member
Joined
Jun 12, 2015
Messages
552
Trophies
0
XP
341
Country
Australia
Set_frame_duration() is what people have been using to modify startup and endlag, correct? In what manner does that method work? Does it need to apply before the action? Because as far as I can tell, editing the Asyncronous_timer() method didn't modify startup or endlag when i changed the number of frames.
Set_Frame Duration is like a frame multiplier. Using Asynchronous and Synchronous timers, make it active with (Speed=0.5) for 10 frames for example before setting it back to (Speed=1) so for those 10 frames a frame will last 0.5xnormal speed (or 50% normal speed if it's easier to understand) so in those 10 frames, only 5 frames *real time* will pass.

EDIT: Damn ninja'd
 
  • Like
Reactions: Deleted User

The_Marcster

Well-Known Member
Newcomer
Joined
Aug 18, 2015
Messages
98
Trophies
0
Age
24
XP
86
Country
Gambia, The
I dont currently have a fix for this, but im working on getting it fixed as soon as i can. Sorry bout that.

To the others in the thread:

The separate subactions for specials (specialHigh, specialHigh_c2, etc) are the customs. C2 is custom 1, etc

And lastly, i'll look into unpacking the BCH animation files but to i may not be able to do it for a while

Thanks for your efforts :)
If I round all of the numbers the hitbox locations get a bit wonky, but editing them finally works!
 

gryz

Well-Known Member
Member
Joined
May 26, 2016
Messages
407
Trophies
0
Age
22
XP
297
Country
United States
Hey Sammi, how's work going on MSC? And the .bch files? Anyway, quick question. So I know you're working on making MSC parse-able like ACMD binaries. Hope that's going well dude, But my question is: Are those pushInt (0xX) and the Call_Func (0xX) files how the game responds to inputs? So if this were true, does it control the action you're allowed to do when the specific input in inputted? And how does this correlate with the ACMD binaries? Just curious because a command called If () exists and this was how Brawl allowed custom inputs and the call-to-bind script associated with it. Like PSA. Is this similar? I don't know what do you think? I have an idea I'd like to try once you finish compiling the MSC script to be readable. Here's an example of what I was talking about (from Falcon's fair in PSA, because the two applications are so similar):

captain knee script.png


This is the script that allows the SFX for Falcon saying "Yes!" if you input "up" on the DPad while connecting Knee. (Project M) Just an example of custom inputs.

--------------------- MERGED ---------------------------

Also, sorry, but one more question. I know you help with Brawl Minus, so how did you remove the air speed cap for fighters? I'm talking specifically about how you can preserve all momentum from ground movement to air. (Like dashing and keeping all of that speed from dashing when jumping, keeping that momentum in the air) I know you guys did it, so I'm curious how exactly you did. Sorry if I'm bugging you dude!
 
D

Deleted User

Guest
I used Set_frame_duration to halve the endlag on Captain Falcon's side special and it worked beautifully. However, the game freezes whenever I use the move and it doesn't connect. Do I have to modify Side special start or side special end to make it work properly?

EDIT: This is literally all I did to the code. I just added Set_Frame_Duration(Speed=0.5) and whenever raptor punch (Falcon's side special) doesn't connect with an enemy the game freezes and I need to reboot my Wii U. Have not experienced similar issues with any other fighter or move so far. I modified both of the files that are open as tabs in the screenshot because they have identical contents so I can't tell which is the punch of the standard side special and which is the punch of a custom side special.

NChRPz4.jpg
 
Last edited by ,
D

Deleted User

Guest
Unrelated to the above, but I managed to swap the animation and hitboxes of fox's nair to falco. However the special effects of falco's regular nair are still there; how do you deal with SFX? I'm sorry I'm such a newbie. I feel like I'm doing the eqivalent of asking a seasoned photoshop user how to erase something
 
Last edited by ,

gryz

Well-Known Member
Member
Joined
May 26, 2016
Messages
407
Trophies
0
Age
22
XP
297
Country
United States
Unrelated to the above, but I managed to swap the animation and hitboxes of fox's nair to falco. However the special effects of falco's regular nair are still there; how do you deal with SFX? I'm sorry I'm such a newbie. I feel like I'm doing the eqivalent of asking a seasoned photoshop user how to erase something
'Scuse me. WHAT. How the heck did you, a new modder (no offense it's just to prove a point)swap animations, something no one has figured out yet? If you found a reliable, 100% working way to swap animations, I will gladly help you with ANYTHING. I know a lot about modding movesets(been modding since 2010 SSBB).

--------------------- MERGED ---------------------------

Also pics or it didn't happen.
 
  • Like
Reactions: Deleted User

Sammi Husky

Well-Known Member
OP
Member
Joined
Jul 6, 2014
Messages
312
Trophies
0
Age
29
XP
498
Country
United States
It's possible to duplicate, add, swap and delete animations on wiiu's end since you can just unpack the omo files with PACKManager and repack them with different names, etc. I haven't had a chance to look at BCH yet but if it's possible to extract the anims from them then the same will be possible on the 3ds as well when i do.
 
D

Deleted User

Guest
'Scuse me. WHAT. How the heck did you, a new modder (no offense it's just to prove a point)swap animations, something no one has figured out yet? If you found a reliable, 100% working way to swap animations, I will gladly help you with ANYTHING. I know a lot about modding movesets(been modding since 2010 SSBB).

Also pics or it didn't happen.

Someone linked a youtube tutorial on animation swapping a couple pages back. Here you go:

 

The_Marcster

Well-Known Member
Newcomer
Joined
Aug 18, 2015
Messages
98
Trophies
0
Age
24
XP
86
Country
Gambia, The
So I want to edit Falco's air speed. I suspect that the value for that can be found in Falco's params file. So far I only found documentation for general param files that effect the entire game/all characters. Is there something I'm missing? Also how could I edit gravity? Is there a global value like some kind of base gravity and then other character specific values or does every character have their own value? Either way where are these values?
 
Last edited by The_Marcster,

gryz

Well-Known Member
Member
Joined
May 26, 2016
Messages
407
Trophies
0
Age
22
XP
297
Country
United States
So I want to edit Falco's air speed. I suspect that the value for that can be found in Falco's params file. So far I only found documentation for general param files that effect the entire game/all characters. Is there something I'm missing? Also how could I edit gravity? Is there a global value like some kind of base gravity and then other character specific values or does every character have their own value? Either way where are these values?
https://docs.google.com/spreadsheet...z5baU1xihT5lreNinY5nNQ/htmlview#gid=908405878
 
D

Deleted User

Guest
Oops, I'm sorry! Though you were talking about 3ds animations. I'll still make good on my promise though. Just PM me if you need any help :P

Haha, nope. I play a ton on 3DS for mobile use but Smash Wii U modding is much easier to start up without having to go a number of lengths just to begin modding. And that's dangerous territory you're entering my friend, offering advice to a modding newbie. But I'll humbly accept your offer by simply reiterating my above question: I modified falcon's side special using Set_Frame_Duration(Speed=0.5) after the hitbox comes out so as to essentially halve the endlag so that the move can combo at low percents. The issue I keep running into is that the game freezes when the side special does not detect anything to punch; What startles me about this is that it seems to move a few frames into the falling animation that comes after the script that I edited before it freezes. Does this mean I need to find something within the script for the falling portion of the move to modify?

Still curious about removing the Special Effects when replacing Falco's nair, but that's a minor concern and I haven't yet had a chance to play with the values in the script to see if I can remove it on my own.
 

gryz

Well-Known Member
Member
Joined
May 26, 2016
Messages
407
Trophies
0
Age
22
XP
297
Country
United States
Haha, nope. I play a ton on 3DS for mobile use but Smash Wii U modding is much easier to start up without having to go a number of lengths just to begin modding. And that's dangerous territory you're entering my friend, offering advice to a modding newbie. But I'll humbly accept your offer by simply reiterating my above question: I modified falcon's side special using Set_Frame_Duration(Speed=0.5) after the hitbox comes out so as to essentially halve the endlag so that the move can combo at low percents. The issue I keep running into is that the game freezes when the side special does not detect anything to punch; What startles me about this is that it seems to move a few frames into the falling animation that comes after the script that I edited before it freezes. Does this mean I need to find something within the script for the falling portion of the move to modify?

Still curious about removing the Special Effects when replacing Falco's nair, but that's a minor concern and I haven't yet had a chance to play with the values in the script to see if I can remove it on my own.
Why is it "dangerous territory" to offer help to a noob? Lol :P Anyway, don't mod Special_S_C1. If you want to mod the attack itself, the animation and hitbox are 3 spaces down, in unparsed hex. Exanple, SpecialSC1, go to SpecialSC3, and then one down. Should be it. Also, about Falco, just delete everything in the GFX tab. Fox's nair has no GFX, so deleting all the script in the GFX should work.

--------------------- MERGED ---------------------------

Why is it "dangerous territory" to offer help to a noob? Lol :P Anyway, don't mod Special_S_C1. If you want to mod the attack itself, the animation and hitbox are 3 spaces down, in unparsed hex. Exanple, SpecialSC1, go to SpecialSC3, and then one down. Should be it. Also, about Falco, just delete everything in the GFX tab. Fox's nair has no GFX, so deleting all the script in the GFX should work.
Oh btw, you should check out my mod I'm starting! Roy is the only one public (and trust I made him way better!) It's meant to replicate PM in terms of scale, and make Smash 4 faster by bringing back some Melee styled mechanics! (totally shallow self-promotion I know :P)
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • Psionic Roshambo @ Psionic Roshambo:
    Tiger handhelds are good for one thing.... Occupying space in a landfill
  • K3Nv2 @ K3Nv2:
    They make good burning plastic
  • BigOnYa @ BigOnYa:
    Makes me wonder if the Pi5 can play PS2? If there's even a core for it yet.
  • K3Nv2 @ K3Nv2:
    Pi5 should be able to do ps2
  • Psionic Roshambo @ Psionic Roshambo:
    Try Dragon Quest VIII it ran perfectly on a core 2 Duo I had
  • Psionic Roshambo @ Psionic Roshambo:
    Easiest game to run I found
  • K3Nv2 @ K3Nv2:
    Ps2 emulation is cake compared to 3 years ago
  • Psionic Roshambo @ Psionic Roshambo:
    Hardest is probably Gran Turismo 4
  • Psionic Roshambo @ Psionic Roshambo:
    It's much better now yes but Gran Turismo 4 is still the hardest one to emulate that I have in my collection
  • Psionic Roshambo @ Psionic Roshambo:
    Runs perfectly fine but it's as if I can feel it always on the boarder line of dropping a frame lol
  • BigOnYa @ BigOnYa:
    I ordered a spin ball couple days ago to add to my arcade cabinet, will be nice for games like golden tee, or bowling
  • Psionic Roshambo @ Psionic Roshambo:
    I always wanted a controller for like Ikari Warriors, Time Soldiers, Heavy Barrel, Forgotten Worlds games like those
    +1
  • Psionic Roshambo @ Psionic Roshambo:
    Not even sure what to call that controller
  • Xdqwerty @ Xdqwerty:
    an online friend I've known since 2021 left me :( bc my attitude is "cutty"
  • Psionic Roshambo @ Psionic Roshambo:
    Sylvester Stallone should have played Kyle Reese lol Arnold still as the Terminator
  • BakerMan @ BakerMan:
    TF DOES "CUTTY" EVEN MEAN?
  • Xdqwerty @ Xdqwerty:
    @BakerMan, he is peruvian so it's probably an idiom
  • BigOnYa @ BigOnYa:
    I thought Cutty was a west coast rapper
  • K3Nv2 @ K3Nv2:
    Cutter
  • Psionic Roshambo @ Psionic Roshambo:
    Dr Cutty
  • Psionic Roshambo @ Psionic Roshambo:
    It's from House MD lol
  • K3Nv2 @ K3Nv2:
    I took too much viagra Dr cutty oh wait
    +1
  • Ligudink @ Ligudink:
    What in the goddamn
  • Xdqwerty @ Xdqwerty:
    @Ligudink, welcome to the gbatemp chat
    +1
    Xdqwerty @ Xdqwerty: @Ligudink, welcome to the gbatemp chat +1