ROM Hack [Release] Sm4shCommand

NetBoy

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Does anyone know how I can make Toon Link's down aerial like Normal Link's down aerial, make Toon Link's Up Special slam opponents down like Normal Link's Turbo'd Up Special, and to make the second smash for Toon Link's side smash actually possible to do? Many thanks in advance:)
When I select parse animations, and select the motion/fighter/toonlink folder, no animations or anything show up. What am I doing incorrectly?
 
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Does anyone know how I can make Toon Link's down aerial like Normal Link's down aerial, make Toon Link's Up Special slam opponents down like Normal Link's Turbo'd Up Special, and to make the second smash for Toon Link's side smash actually possible to do? Many thanks in advance:)
When I select parse animations, and select the motion/fighter/toonlink folder, no animations or anything show up. What am I doing incorrectly?

~To make Toon Link's down air so that he doesn't slam himself downwards, all you should have to do is remove the "Add/Set_momentum(Vertical, Horizontal, Mode)" lines (I'm not 100% on this as I haven't edited moves with momentum yet, but looking at the code that seems like it should do the job). That being said, the hitboxes and animation will still be out for as long as it takes him to do his down air completely (which is over 2 seconds/120 frames), so you'll definitely need to make use of Set_frame_duration(Speed=[number between 0 and 1]) to speed up the animation properly to make it last about as long as Link's down air.

~As for the up special, I'm not familiar myself with turbo mode mods, so I can't say this is 100% what you're looking for, but you would need to change the angle of the final hitbox to an angle that is downwards (something in the realm of 270 degrees) but make sure to use hexidecimal (base 16, for example, 0x10E is 270 in hexidecimal) for the angle.

~When choosing to parse animations, you just want to select the motion folder. So go fighter>toonlink>motion, then click the button that says 'select folder'.
 
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Thank you so much. There is just one thing... Do you know what the number is for his up special?

Assuming you're asking which number script it is - it's script 246, labeled as SpecialHi. Specials are always at the very bottom of the list of scripts/moves in Sm4shcommand

If you're ever in doubt of what move you're looking at, cross reference the damage values, angles, and knockback (KB, BKB and KBG will be in hex, so you'll have to use an online hexidecimal to decimal converter to see the right numbers) with the official data at KuroganeHammer.com/Smash4
 
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NetBoy

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Oh I tried removing the momentum line on TL and nothing seemed to happen. I am meant to be editing the DE3CDC95 right(I think it's ATTACKAIRLW but I don't have Parse Animations so I have only numbers, I looked at the @Dantarion dumps)? For down aerial I mean. Also, there is no motion folder inside fighter/toonlink so I still am not sure how to Parse Animations.
 
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Oh I tried removing the momentum line on TL and nothing seemed to happen. I am meant to be editing the DE3CDC95 right(I think it's ATTACKAIRLW but I don't have Parse Animations so I have only numbers, I looked at the @Dantarion dumps)? For down aerial I mean. Also, there is no motion folder inside fighter/toonlink so I still am not sure how to Parse Animations.

Did you download/dump a copy of smash? What you need to do is go into Sm4shFileExplorer (not sm4shcommand), go data>fighter>toonlink, then right click on the 'motion' folder and choose 'extract'. Wherever you have the Sm4shCommand folder from your download saved, go there, go into the Sm4shCommand folder and there should be a file labeled 'extract'. That's where you want to go when choosing the folder to use when parsing animations. But yes, DE3CDC95 is the right script for his down air. I'll play with it myself quickly to see if the motion thing works.

EDIT: What I got from my changes made is that toon link's dair did last much shorter, but removing the momentum lines made him hover at the same height midair for the duration of the move. I;ll play with it, haha.

EDIT 2: He no longer hangs midair but for whatever reason he still slams down, but only after the hitbox connects with a player.
 
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Yudowat

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EDIT 2: He no longer hangs midair but for whatever reason he still slams down, but only after the hitbox connects with a player.
This is because when toon link lands dair, MSC tells the game to jump to another script, probably called AttackAirLwHit, where toon link can move horizontally, has less endlag (which makes it possible to recover with a wall jump), unlike before he lands the move. The new script still sends him straight down. When I get home I can make tinks Dair like links if you'd like @NetBoy
 
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This is because when toon link lands dair, MSC tells the game to jump to another script, probably called AttackAirLwHit, where toon link can move horizontally, has less endlag (which makes it possible to recover with a wall jump), unlike before he lands the move. The new script still sends him straight down. When I get home I can make tinks Dair like links if you'd like @NetBoy

Believe me, I looked for it, but I couldn't find any file that seemed to be a continuation of his dair, parsed or unparsed. If it's there, it's certainly not grouped with the other AttackAir moves, and it's not directly above or below them either. That's why I got a bit confused.
 

Yudowat

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Believe me, I looked for it, but I couldn't find any file that seemed to be a continuation of his dair, parsed or unparsed. If it's there, it's certainly not grouped with the other AttackAir moves, and it's not directly above or below them either. That's why I got a bit confused.
Maybe it would be easier to use FITX with notepad++ then just CTRL+F for allow momentum horizontally (can't remember the exact command rn)
 

gryz

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Yes please Yudowat - Thank you so much:)
Dude, don't worry, we got you covered. We're doing Toon Link next for our mod. He will play like Young Link and Brawl Toon Link combined(yes that includes Young Link's dair and bombs :D)
 

The_Marcster

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Has somebody found out where the hitbox for Fox's Down B is located? It is neither in SpecialLwStart, ~Loop, ~Hit or ~End nor in the aerial variants. I have searched for hours now and would greatly appreciate an answer :)
 
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I tried running the latest nightly build of SM4SHCommand for the ease of having the copy/paste support, but the file won't execute when I click on it. I'm running Windows 10. Is there any reason why this might be? Making some modifications are a thousand times easier with copy/paste. Thanks!
 

HeartBound

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I tried running the latest nightly build of SM4SHCommand for the ease of having the copy/paste support, but the file won't execute when I click on it. I'm running Windows 10. Is there any reason why this might be? Making some modifications are a thousand times easier with copy/paste. Thanks!
use fitx
 
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@Sammi Husky regarding FITX, you could probably make the scripts save as [HEX CODE]_AttackAirLw for example if this isn't implemented already.

I still prefer sm4shcommand to FITX, simply because it's hard to find a certain move. (Unless I've missed an update)

So from what I' gathering, FITX is another file editor? If that's the case I'd prefer to use sm4shcommand since I've become pretty acclimated to it. Maybe there's an earlier nightly build that still supports copy/paste that I could try running?
 

HeartBound

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@Sammi Husky regarding FITX, you could probably make the scripts save as [HEX CODE]_AttackAirLw for example if this isn't implemented already.

I still prefer sm4shcommand to FITX, simply because it's hard to find a certain move. (Unless I've missed an update)
just add -m [path to motion folder]
and they will be named
So from what I' gathering, FITX is another file editor? If that's the case I'd prefer to use sm4shcommand since I've become pretty acclimated to it. Maybe there's an earlier nightly build that still supports copy/paste that I could try running?
from my experience all of the versions with copy/paste have a bug in it. Example : multihit move will crash or have odd behaviors or empty entries cant be saved
 
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Yudowat

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just add -m [path to motion folder]
and they will be named

from my experience all of the versions with copy/paste have a bug in it. Example : multihit move will crash or have odd behaviors or empty entries cant be saved
Do you mind sending a screenshot of your cmd prompt and output folder? Mine is doing some weird shit
nvm, wrong directory. it was data\motion\fighter instead of data\motion\fighter\captain unlike in sm4shcommand
double fuckup? idek whats what anymore
 
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