ROM Hack [Release] Sm4shCommand

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Edit: for a second I was about to ask for the game.bin you created so I could test it myself, but there's the whole issue of dt not patching, so..

There isn't much i can do to debug this unless i know more. I would recommend making a copy of an unmodified DT file, then patching the other. Afterwards, open them both up in HxD or another hex editor and compare them. (analyze->file-compare->compare in hxd). Something simple like damage or knockback changes.

If it truly didn't change anything, then i need to see the file your trying to patch in.. Also the folder structure of the file bein patched..or just a screenshot of the app working.

I succesfully patched the file for my melee fox mod and now I'm about to test it.

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Whenever I try to run the romfs I made in HANS, the game will never load.

Do you mean that the smash logo never stops spinning? or the game just won't load at all? Are you freezing on the CSS or when you try and load the stage? You can only test the patches in target blast, homerun contest, or the customs training room due to memory limitations on o3ds.
 
There isn't much i can do to debug this unless i know more. I would recommend making a copy of an unmodified DT file, then patching the other. Afterwards, open them both up in HxD or another hex editor and compare them. (analyze->file-compare->compare in hxd). Something simple like damage or knockback changes.

If it truly didn't change anything, then i need to see the file your trying to patch in.. Also the folder structure of the file bein patched..or just a screenshot of the app working.
Almost the entire file has changed, according to HxD, except for a bit of the very beginning and end. That is WEIRD.

Going to try using an unmodded DT, applying the changes exactly once, repacking romfs and seeing what happens

EDIT: Just noticed the 'patch' folder in the root of romfs. Any chance that caused issues..
 
Last edited by darklordrs,
Do you mean that the smash logo never stops spinning? or the game just won't load at all? Are you freezing on the CSS or when you try and load the stage? You can only test the patches in target blast, homerun contest, or the customs training room due to memory limitations on o3ds.

I mean that the logo never shows up period its just black screen

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Edit: for a second I was about to ask for the game.bin you created so I could test it myself, but there's the whole issue of dt not patching, so..

What do you mean?
 
I mean that the logo never shows up period its just black screen

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What do you mean?
game.bin is the most important of the five files found in each fighter's animcmd folder, being as it contains most of the important moveset data. I was considering asking for the one you had, but dt 'wasn't' patching for me at the time, so I decided not to.
 
game.bin is the most important of the five files found in each fighter's animcmd folder, being as it contains most of the important moveset data. I was considering asking for the one you had, but dt 'wasn't' patching for me at the time, so I decided not to.

Does it just crash in the middle of patching?
 
Does it just crash in the middle of patching?

I was wrong. The entire file had changed - meaning it did in fact patch, no crashing or anything - yet none of these changes were represented in-game. What I assume happened is the patch file contains file overwrites for going from version 1.0.0 to 1.0.1, and Fox must've been edited between those updates, so his entire animcmd or at least those files were replaced.

Idk.

deleted patch and rebuilt romfs again, going to see if it works this time

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MY HUNCH WAS RIGHT, IT WORKED, MANAGED TO GIVE FOX FALCO'S MOVESET (ALBEIT HIS MODEL\ANIMATIONS DIDN"T CHANGE AT ALL), THIS IS FUCKING AWESOMEEEE
 
Last edited by darklordrs,
While you did that, I was busy fixing fox's blaster ( ͡° ͜ʖ ͡°)
"fixing"

dym autocancel

PLS MEAN AUTOCANCEL

Shit aside, the Falco-Fox paste was hilarious while I used it. Fsmash hitboxes were pure jank, Nair was somehow a multihitting sex kick, up b went WAY farther than Falco's should, side b and neutral b both used custom animations (the explosion one and the single-laser one respectively)..

and shining while facing right in the air made him call a landmaster without actually moving
 
Im still trying to find the value for end lag. But i managed to find the damage and range property values.
I have no idea how it works, at all, but I assume it's directly tied to animation speed - the Falco dair on Fox still uses fox dair endlag as far as I can tell.
 
Oh shit we have a repacker, yes! Also are you on o3ds or n3ds?
O3DS, a cancer I am now stuck with for quite a long time unless I somehow get $200+ for a N3DS.

It's NOT a full repacker, it patches, and patching files to be bigger than they already are causes major damage.
 
O3DS, a cancer I am now stuck with for quite a long time unless I somehow get $200+ for a N3DS.

It's NOT a full repacker, it patches, and patching files to be bigger than they already are causes major damage.
How are you loading the files? HANs I presume? (If so how are you testing things)
 
I mean that the logo never shows up period its just black screen

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What do you mean?

What files did you try to replace? Also, you must be sure that the filesize is either the same size, smaller, or within 16 bytes larger. At the moment, that is the best that can be done without the full re-packer being finished. Even with a full repacker, updates (when / if hans can read them) would overwrite the changes made to the DT archive.

That being said, i'm pretty sure i finally understand the hurdle in the full repacker. The only thing stopping me before was making absolute sure that the extraction never missed any data. The only data that was missing in the extraction are the localized files for Spanish and French. Sadly, when i tried extracting these files it turned out that a SINGLE file (one of Rob's) was (seemingly) shipped with the wrong Compressed size specified in the localized resource files. This breaks extraction, since i use the compressed size field for how many bytes to read from the archive..

I'm sure i can make a workaround...though i would rather not have to. Hopefully there is just a bug elsewhere that i can fix instead. Corner case bandaid fixes are never a good thing. :I
 
Im still trying to find the value for end lag. But i managed to find the damage and range property values.
If I'm looking at this right, end lag is defined in the params of the move (which the editor doesn't seem to be able to edit yet). Did a few comparisons betweens Kirby's framedata vs. the game dumps and it seems to be the 5th value in the params for attacks.
 
If I'm looking at this right, end lag is defined in the params of the move (which the editor doesn't seem to be able to edit yet). Did a few comparisons betweens Kirby's framedata vs. the game dumps and it seems to be the 5th value in the params for attacks.

Params and MSCSB script are the features i'm working on next for SM4SHCommand. Lately i've been focused on getting people able to test changes in game though, since with that people are able to document more commands. Not only commands but anything else they can as well. Keep in mind the Events page is still under construction. Not all of the commands use their Hex ID's yet, and many other commands are listed in my tool as Unknown_XXX already.
 
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