ROM Hack [Release] Sm4shCommand

  • Thread starter Thread starter Sammi Husky
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Just going to unload a barrage of hatred on you because, let's be honest here, this is too much for me to pass up and I'm desperately sorry.

  1. Welcome to GBAtemp!
  2. You named yourself after a mod that just recently 'died',
  3. and are attempting to make a second one even though clearly,
  4. the question you're asking is one that's not only been asked before
  5. but has a very obvious answer. Nice.
  6. SM4SHCOMMAND edits the files in the animcmd for a given character; animation command, however, is not the actual animations, simply commands applied to them.
  7. Animations are found in 'motion' and would require a model editor with animation viewing compatible with Smash 4's douchey .mbn format (such as Ohana3DS Rebirth) and also animation editing, something the original Ohana3DS can do, though without access to Smash 4's douchey .mbn format because yo, shit's evil.
  8. I remind you that the PMDT directly stated they're not making PM for Smash 4 not only because the tools necessary to do so don't exist - though a lot of .bch tools have been leaked from Nintendo, the .mbn format is still a major shitter - but because there is a roster of 56 damn characters and any single person trying to do it alone is doomed to fail horribly.
  9. Seriously. Never attempt to one-man-band your way through something, especially not naming yourself after a project that you've barely attempted to replicate and definitely are not heading the creation of.
so anyway beyond me being a major piece of shit because I had a bad day, you can create a unidirectional clone of the Melee airdodge in smash 4 with a combination of code from stop-momentum-on-use moves such as dairs from zss\sheik\tink and recoil code from moves like mewtwo's shadow ball and mii gunner's fair, though only using the latter method has been tested, and combining both is something I plan to work with. It's worth bringing up that the airdodge is purely a symbolic necessity of creating a new PM, considering that we have actual shit tons of characters and stages to translate and physics modifications to make that we simply don't understand yet.


tl;dr yes! use unk_F1F\set_momentum from mii gunner's code as a start, test out what momentum quantities work for you best and try to make footage.

tl;dr 2: people have already started on a second 'project m' already, as a basis of principle this shouldn't have been asked
 
Last edited by darklordrs,
you can create a unidirectional clone of the Melee airdodge in smash 4 with a combination of code from stop-momentum-on-use moves such as dairs from zss\sheik\tink and recoil code from moves like mewtwo's shadow ball and mii gunner's fair, though only using the latter method has been tested, and combining both is something I plan to work with. It's worth bringing up that the airdodge is purely a symbolic necessity of creating a new PM, considering that we have actual shit tons of characters and stages to translate and physics modifications to make that we simply don't understand yet.
I'm pretty sure there has to be a way for it to check the direction of the circle bad mid-move, because you have moves like Dedede's Gordo which varies distance depending on how you orient it, Marth's sword dance, Yoshi's eggs, etc. So I'm willing to bed you'd be able to make a directional air-dodge that way.
 
I'm pretty sure there has to be a way for it to check the direction of the circle bad mid-move, because you have moves like Dedede's Gordo which varies distance depending on how you orient it, Marth's sword dance, Yoshi's eggs, etc. So I'm willing to bed you'd be able to make a directional air-dodge that way.
Possibly, but nobody's gone deep enough to do it yet. Will try as soon as I stop playing PM Knuckles
 
tip: you can probably add a new hash to the animcmd file with a hex editor - specifically the hash for landing animations out of airdodge, which i'm pretty sure is 59EF8E1A universally and would have to be 'added' to game.bin because it's only represented in the other 3 files - then throw in framespeedmultiplier of .454545454545. the result should be 10 frames of lag, melee style!
 
Last edited by darklordrs,
tip: you can probably add a new hash to the animcmd file with a hex editor - specifically the hash for landing animations out of airdodge, which i'm pretty sure is 59EF8E1A universally and would have to be 'added' to game.bin because it's only represented in the other 3 files - then throw in framespeedmultiplier of .454545454545. the result should be 10 frames of lag, melee style!

You would probably have to add it to motion.mtable as well, since that contains all the animation hashes that are referenced
 
Knowing you (Sammi) know the most about a good bit of stuff between Smash 3DS and Wii U, other than dantarion probably idk, I have a couple questions that it just now occured to me to ask.

- where exactly does Nintendo keep the code within the game that calls for going online, connecting to x specific IP or server, etc? I know wiimmfi existed for the Wii (being someone who uses it often) - I kind of have to assume that there must be some way to alter it the same way on the 3DS or Wii U.

- how far are you on that repacker? I know, it's a pretty shit question, but if you give me a fake deadline, at least I won't ask again until then! :ha:

- do you know how exactly the motion.mtable file is laid out exactly so adding new things isn't such a major shitter, or should I just run through Falcon's in HxD and pray I get it right the first (few) times around?

- does SM4SHCOMMAND have every unknown hash\animcmd command on record? I'm not sure if any are included on Mastercore or otherwise that aren't in the program already.

- name suggestion: SM4SHCOMMAND -> 4CMD, much cleaner.
 

  1. Not entirely sure to be honest, but it's likely in the code binaries for the respective platform.
  2. Honestly, i haven't done much if any testing with motion.mtable. Though theoretically you should just be able to add a has to it. it seems like it's just a list of hashes throughout the whole file with no real structure.
  3. Sm4shCommand contains most commands that would go in game.bin files. SFX, GFX, and Expression commands are hardly documented and not included. Though i am in the process of pulling them straight from the game's code binary, since there is a table containing all of them, and their total sizes.
  4. Thanks! I'll definitely consider it.
 
- where exactly does Nintendo keep the code within the game that calls for going online, connecting to x specific IP or server, etc? I know wiimmfi existed for the Wii (being someone who uses it often) - I kind of have to assume that there must be some way to alter it the same way on the 3DS or Wii U.

I can't tell you the code but I can tell you what it does. First it connects to https://nasc.nintendowifi.net/ac with X-GameId: 00003200 (friends service) and a crapton of information about your 3DS, it returns something like this:
Code:
locator=MjAyLjIzMi4yMzkuMjU6NTAwMDA*&retry=MA**&returncd=MDAx&token=<token>&datetime=MjAxNTEyMDUyMTM1Mjg*

be-base64'd you get
Code:
locator=202.232.239.25:50000&retry=0&returncd=001&token=<token>&datetime=20151205213528

then it connects again with X-GameId: 000B8B01 and gets
Code:
locator=MjAyLjMyLjExNy4xOTc6NTUwMDA*&retry=MA**&returncd=MDAx&token=<token>&datetime=MjAxNTEyMDUyMTM1NDI*

de-base64'd you get
Code:
locator=202.32.117.197:55000&retry=0&returncd=001&token=<token>&datetime=20151205213542
 
You have to open up the extracted dtls files with AnimCmd. Read the previous pages if you don't know how.
I already did that I mean what file do I need to edit and where is the file located after extracting the dtls. Sorry about the confusion.
 

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