ROM Hack Jump Ultimate SuperStars AAR Archive

  • Thread starter Thread starter Keshire
  • Start date Start date
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Mostly got it done, Here's one of the moves for Ichigo:
HexWorkshop Output
Code:
00000000 struct ALMTheader	{...}	
00000000 char ID[4]	 ALMT	
00000004 byte Unknown	 2	 02
00000005 byte Unknown	 0	 00
00000006 byte NodeCount	 3	 03
00000007 byte MoveCount	 48	 30
00000008 dword FlagCount	 15	 0F000000
00000012 Node Node[NodeCount]		
00000024 dword MoveOffsets[MoveCount]		
00000216 word FlagOffsets[FlagCount]		
00000246 Flag Flags[FlagCount]		
00000246 Flag Flags[0]	  {...}	  
00000246 ubyte Unknown	   213	   D5
00000247 ubyte Unknown	   225	   E1
00000248 zstring String	   BoundsIndex	   426F756E6473496E64657800
00000260 Flag Flags[1]	  {...}	  
00000268 Flag Flags[2]	  {...}	  
00000268 ubyte Unknown	   174	   AE
00000269 ubyte Unknown	   10	   0A
00000270 zstring String	   Marker	   4D61726B657200
00000277 Flag Flags[3]	  {...}	  
00000277 ubyte Unknown	   230	   E6
00000278 ubyte Unknown	   170	   AA
00000279 zstring String	   CollisionType0	   436F6C6C6973696F6E547970653000
00000294 Flag Flags[4]	  {...}	  
00000311 Flag Flags[5]	  {...}	  
00000311 ubyte Unknown	   127	   7F
00000312 ubyte Unknown	   0	   00
00000313 zstring String	   CollisionEnable0	   436F6C6C6973696F6E456E61626C653000
00000330 Flag Flags[6]	  {...}	  
00000349 Flag Flags[7]	  {...}	  
00000349 ubyte Unknown	   242	   F2
00000350 ubyte Unknown	   170	   AA
00000351 zstring String	   CollisionRect0	   436F6C6C6973696F6E526563743000
00000366 Flag Flags[8]	  {...}	  
00000383 Flag Flags[9]	  {...}	  
00000397 Flag Flags[10]	  {...}	  
00000410 Flag Flags[11]	  {...}	  
00000421 Flag Flags[12]	  {...}	  
00000434 Flag Flags[13]	  {...}	  
00000446 Flag Flags[14]	  {...}	  
00000458 byte Pad[0]		

00000460 struct MOVE	{...}	
00000460 MoveID ID	 {...}	
00000464 word Unknown_iMaxFrames	 32	 2000
00000466 ubyte iFramerate	 60	 3C
00000467 bool Unknown_iCollisionEnable	 1	 01
00000468 ControlByte_1 CrazyAssArray	 {...}	
00000468 word ControlByte_1	  46	  2E00
00000470  switch (ControlByte_1)	  {...}	  
00000470 ubyte Unknown[4]			  
00000474 ControlByte_2 ControlByte_2	   {...}	  
00000474 word iControl2   	 261   	 0501
00000476 ubyte Unknown   	 13   	 0D
00000477  switch (iControl2)   	 {...}		
00000477 ubyte Unknown[5]   		 	  
00000477 ubyte Unknown[0]   	   3   	   CollisionType0
00000478 ubyte Unknown[1]   	   7   	   CollisionRect0
00000479 ubyte Unknown[2]   	   5   	   CollisionEnable0
00000480 ubyte Unknown[3]   	   2   	   Marker
00000481 ubyte Unknown[4]   	   0   	   BoundsIndex
00000482 word Offset[6]   		 	  
00000494 MoveID ID   	  {...}   	  //Transition move
00000498 word Unknown   	  0   	  CollisionType0
00000500 word Unknown[2][2]   	  CollisionRect0   	  
00000508 word Unknown   	  1   	  CollisionEnable0
00000510 word Unknown   	  0   	  Marker
(Hex Workshop Limitations prevent null terminated arrays....)	BoundsIndex

Ran into a few moves that don't use the same ordering for the flags. Such as this:
Code:
00001981 ubyte Unknown[9]   		 	  
00001981 ubyte Unknown[0]   	   3   	   CollisionType0
00001982 ubyte Unknown[1]   	   4   	   CollisionType1
00001983 ubyte Unknown[2]   	   8   	   CollisionRect1
00001984 ubyte Unknown[3]   	   5   	   CollisionEnable0
00001985 ubyte Unknown[4]   	   6   	   CollisionEnable1
00001986 ubyte Unknown[5]   	   2   	   Marker
00001987 ubyte Unknown[6]   	   0   	   BoundsIndex
00001988 ubyte Unknown[7]   	   7   	   CollisionRect0
00001989 ubyte Unknown[8]   	   0   	   00

The CollisionRect0 in that move was a null terminated array that referenced other moves. Can't do Null Terminated arrays in hex workshop. :/
 

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