ROM Hack [Release] Sm4shCommand

StorMyu

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oh ! so yeah, it's MSC then, I thought there were something coming from the animcmd there. thanks for the explanation.
 

wuboy

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He didn't. He just allowed you to interrupt it before you go into SpecialFall, if you don't input anything you'll still go into SpecialFall and then you can't do anything.
Has anyone been able to get into Params and get Instant Cloud Limit Break or Infinite Monado Arts?
 

wuboy

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Last edited by wuboy,
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wuboy

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OK, so I found where Cloud's limit and Shulk's Monado Arts attributes are. Shulk's are in his param file, Group 13. Each entry in the group are for a different custom, there should be 4 entries. Cloud's limit charge is in Group 16, Entry 0, Name 4. Normally it's 0.25. That number is the amount of limit gained during his limit charge, and you gain that number per frame. The number you need to get to is 100 to activate limit breaks, so setting 0.25 to 100 will gain you instant limit.
 
Last edited by wuboy,

gryz

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@Sammi Husky Can we swap individual move animation data? I want to put Marth's down air and Ike's back air on Roy, to make him like PM. Also whenever I parse animations with the "motion" folder, it says "Unexpected Error." and doesn't parse them at all. I'm using the latest compiled build, Visual Studios 2015, Windows 7. Am I doing something wrong?
 

Epicdaftman

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OK, so I found where Cloud's limit and Shulk's Monado Arts attributes are. Shulk's are in his param file, Group 13. Each entry in the group are for a different custom, there should be 4 entries. Cloud's limit charge is in Group 16, Entry 0, Name 6. Normally it's 0.25. That number is the amount of limit gained during his limit charge, and you gain that number per frame. The number you need to get to is 100 to activate limit breaks, so setting 0.25 to 100 will gain you instant limit.

Actually Cloud's limit break is Group 16, Entry 0, Name 4. Still normally at .25. Name 6 is actually something about how much Cloud's Finishing Touch(Limit break down special) changes his momentum(or something like that. I really have no idea. Cloud either launched straight up or straight down. For me, this was default at .4). Thanks for finding that anyway :)
EDIT: wuboy updated his original post
 
Last edited by Epicdaftman,

wuboy

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Actually Cloud's limit break is Group 16, Entry 0, Name 4. Still normally at .25. Name 6 is actually something about how much Cloud's Finishing Touch(Limit break down special) changes his momentum(or something like that. I really have no idea. Cloud either launched straight up or straight down. For me, this was default at .4). Thanks for finding that anyway :)
Fixed, thank you!
 

Sammi Husky

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@Sammi Husky Can we swap individual move animation data? I want to put Marth's down air and Ike's back air on Roy, to make him like PM. Also whenever I parse animations with the "motion" folder, it says "Unexpected Error." and doesn't parse them at all. I'm using the latest compiled build, Visual Studios 2015, Windows 7. Am I doing something wrong?

Animation data itself cannot currently be edited. The omo file format is still in the process of being explored and RE'd. As far as the error goes, the latest compiled build on github isn't guaranteed to be stable. However, it should parse animations fine. The folder you should be selecting is the folder that contains the body, bodyresult, etc. folders and not the folder containing the actual animation files themsef
 

gryz

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I just select "motion" and it gives me the error, and it doesn't change anything. The numbers and letters are still just a garbles mess like before you parse the animations.
 

Sammi Husky

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The folder your selecting should be the one that has body in it. On wiiu that's /fighter/[fighter name]/motion/. On 3ds it's /motion/fighter/[fighter name]/
 

ZetaCX

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Hello,

Every time I close and reopen Mario's Special Hi tab it adds a line of Goto(Unknown=-53) to two places.

After closing and reopening multiple times:

221: [1BA6EBD5]

Game:{

Asynchronous_Timer(Frames=3)

SA_SET(Unknown=0x2)

Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=5, Angle=0x46, KBG=0x64, FKB=0x82, BKB=0x0, Size=7, Z=0, Y=6, X=5, Effect=0x6, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x4, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4)

Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=5, Angle=0x5A, KBG=0x64, FKB=0x8C, BKB=0x0, Size=6, Z=0, Y=6, X=9, Effect=0x6, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x4, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4)

Synchronous_Timer(Frames=1)

Set_bit(Unknown=0x2100000F)

Synchronous_Timer(Frames=2)

Set_bit(Unknown=0x2100000D)

Synchronous_Timer(Frames=1)

Set_Loop(Iterations=3)

Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=1, Angle=0x4A, KBG=0x64, FKB=0x96, BKB=0x0, Size=6, Z=0, Y=7, X=4.5, Effect=0x6, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x4, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4)

Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=1, Angle=0x5A, KBG=0x64, FKB=0x96, BKB=0x0, Size=5, Z=0, Y=7, X=8.5, Effect=0x6, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x4, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4)

Synchronous_Timer(Frames=1)

Remove_All_Hitboxes()

Goto(Unknown=-53)

Goto(Unknown=-53)

Goto(Unknown=-53)

Goto(Unknown=-53)

unk_0F39EC70(Unknown=0x1)

Set_Loop(Iterations=2)

Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=1, Angle=0x16D, KBG=0x64, FKB=0x5A, BKB=0x0, Size=5.5, Z=0, Y=7, X=4.5, Effect=0x6, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x4, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4)

Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=1, Angle=0x16D, KBG=0x64, FKB=0x78, BKB=0x0, Size=4.2, Z=0, Y=7, X=8.5, Effect=0x6, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x1, Ground/Air=0x4, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4)

Synchronous_Timer(Frames=2)

Remove_All_Hitboxes()

Goto(Unknown=-53)

Goto(Unknown=-53)

Goto(Unknown=-53)

Goto(Unknown=-53)

Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=3, Angle=0x3C, KBG=0x91, FKB=0x0, BKB=0x34, Size=10, Z=0, Y=7, X=4.5, Effect=0x6, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x1E, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4)

Hitbox(ID=0x1, Part=0x0, Bone=0x0, Damage=3, Angle=0x3C, KBG=0x91, FKB=0x0, BKB=0x34, Size=10, Z=0, Y=7, X=8.5, Effect=0x6, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x2, Ground/Air=0x1E, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4)

Synchronous_Timer(Frames=2)

Remove_All_Hitboxes()

unk_0F39EC70(Unknown=0x2)

Script_End()

Could someone please tell me what is causing this?
 

gryz

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Where is the knockback scaling? Is it KBG, FKB, BKB, or something? I want to change fox's knock back to match Melee.

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

Also, how to you add elements to moves? Like if I wanted Falcon's stomp to be fire or something.
 

Sammi Husky

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Where is the knockback scaling? Is it KBG, FKB, BKB, or something? I want to change fox's knock back to match Melee.

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

Also, how to you add elements to moves? Like if I wanted Falcon's stomp to be fire or something.

KBG is knockback growth, which scales with damage. BKB is base knockback, the amount of knockback that the move will always do regardless of percent. KBG is added to this.

Adding or switching elements is just changing the element field in the hitbox command. Im not sure which it is right now though
 

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