ROM Hack [Release] Sm4shCommand

Cydget

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How hard would it be to edit cpu ai? It would be nice to be able to play against a computer that rolls a ton so I can get better at for glory.
 

darklordrs

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How hard would it be to edit cpu ai? It would be nice to be able to play against a computer that rolls a ton so I can get better at for glory.

Humorously, it seems as though the whole rolling trend has stopped overall on FG. Players got better.

anyway start using anther's ladder lmaooooo

-

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jokes aside, possibly. i'm not sure enough is known yet
 

Sammi Husky

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The AI files seem on the surface to have been straight ported from brawl, and so the tools that were created to edit it should still work. Though i haven't tested myself.
 

darklordrs

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I need help. Once everything finishes with patches, and it starts to patch "resource (us_en)" a popup box says "DTLS.exe has stopped working". Is it because I'm choosing the folder with every single DTLS file? Do i need to make a new folder with only the modded files
Yes. It's been stated time and time again to make a seperate filesystem with only the files being changed. :\
 

Megalegacy98

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Yes. It's been stated time and time again to make a seperate filesystem with only the files being changed. :\
That's what I DID.

EDIT: apparently I didnt make a new edit on my old post showing that I tried with the new modded files only. Sorry bout that
Lord and savior gabe newel is here to help and to give you 99% off all steam games
ok
 
Last edited by Megalegacy98,

shinyquagsire23

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I was poking at that Wii U update which leaked earlier and found a nice file called patchlist in the list of CRC hashes. Well, apparently this file has a complete crc-index-to-filename table, very neat. It's also referenced in code and I'm more than willing to bet that the patch updates use this to check files against vs resource(us_en) or w/e. Has strings like data/item/pokemon/fokko/packed and data(us_fr)/ui/result/packed in it as well which is neat.
 

darklordrs

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I was poking at that Wii U update which leaked earlier and found a nice file called patchlist in the list of CRC hashes. Well, apparently this file has a complete crc-index-to-filename table, very neat. It's also referenced in code and I'm more than willing to bet that the patch updates use this to check files against vs resource(us_en) or w/e. Has strings like data/item/pokemon/fokko/packed and data(us_fr)/ui/result/packed in it as well which is neat.
ELI5 for the resident idiot (it me)
 

shinyquagsire23

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ELI5 for the resident idiot (it me)
Similar file to resource or resource(us_en). These are basically "seed" files for getting more information out of dt/ls, if you don't know either of those names then it's difficult to figure out what goes where. Also, it's not in index order to the ls file apparently, but it has most if not all the actual data that's there, so you could run through patchlist and extract everything. For patch data that is, I don't know if the original data uses this. Could be useful for repacking though.

EDIT: Yeah not used in the demo's dt/ls. Could be useful for packing update data which can override existing files though?
 
Last edited by shinyquagsire23,

Sammi Husky

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I was poking at that Wii U update which leaked earlier and found a nice file called patchlist in the list of CRC hashes. Well, apparently this file has a complete crc-index-to-filename table, very neat. It's also referenced in code and I'm more than willing to bet that the patch updates use this to check files against vs resource(us_en) or w/e. Has strings like data/item/pokemon/fokko/packed and data(us_fr)/ui/result/packed in it as well which is neat.

Yepyep! This is part of how Soneek's patching stuff works iirc. You can actually add new entries to the patchlist and update the entries in the resource files and get the game to handle everything else itself.

ELI5 for the resident idiot (it me)
Basically, the game reads the vanilla non updated files first by reading through the ls and resource file for the region in question, and then uses the resource entry to get the offset inside those "packed" files for the file data. Each packed file contains most if not all the files in the directory. The patchlist file contains a crc table of the pack files that have been updated and the path to them. afaik it could be used to speed up the patching process, rather than looping through the whole resource file to piece together a path & crc. The resource files are likely only there to just entirely replace the originals rather than update each entry.

But yea, using this information to forge updates could be possible. I never looked into updates on the 3ds, but this was one of the preferred options for the wiiu side of things.
 

shinyquagsire23

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Yepyep! This is part of how Soneek's patching stuff works iirc. You can actually add new entries to the patchlist and update the entries in the resource files and get the game to handle everything else itself.


Basically, the game reads the vanilla non updated files first by reading through the ls and resource file for the region in question, and then uses the resource entry to get the offset inside those "packed" files for the file data. Each packed file contains most if not all the files in the directory. The patchlist file contains a crc table of the pack files that have been updated and the path to them. afaik it could be used to speed up the patching process, rather than looping through the whole resource file to piece together a path & crc. The resource files are likely only there to just entirely replace the originals rather than update each entry.

But yea, using this information to forge updates could be possible. I never looked into updates on the 3ds, but this was one of the preferred options for the wiiu side of things.
You can easily move update data to SD so it could be a viable option. I'd imagine you could remove the /packed entries and add individual files, right?
 

Cydget

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So, I have been waiting until the right time to get into modding smash 4, and decided on doing it now. Im trying to add an airdodge to luigi like I have seen in a video on youtube. Looking back at previous pages in the form, I saw someone tried to add it with the command: Add/Set_Momentum(Unknown=2,Unknown=-2,Unknown=0x1)
Im not sure if it worked out for them, because of marth not being able to edit. So, I decided to try it out on Luigi. Im using http://opensa.dantarion.com/s4/mastercore3/dump/0/luigi to find the airdodge command. I think it is ESCAPEAIR 1DDF4AA6, but I need confirmation. Would all I need to do is change 1DDF4AA6 from
Code:
Asynchronous_Timer(Frames=19)
Unknown_E74(Unknown=0x0)
Script_End()
to
Code:
Asynchronous_Timer(Frames=19)
Unknown_E74(Unknown=0x0)
Add/Set_Momentum(Unknown=2,Unknown=-2,Unknown=0x1)
Script_End()
then save it. and patch it? I tried doing this, but HANs says that the romfs is invalid when I try to load it.


EDIT: Just realized I would probably need to remove something from custom moves in order for the patcher to work successfully. Can I remove something from a effect.bin to accommodate for the added code in game.bin or does it need to be file specific? Also, can I be under the limit, or do I need to be exactly at the original amount?
 
Last edited by Cydget,
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