ROM Hack [Release] Sm4shCommand

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Asynchronous_Timer(Frames=18) // down from 36

I reasoned that it would wait until frame 18 or roundabouts to end the script, but that didn't seem to work.
The attack ends when the animation ends, not the script, so changing the Asynchronous_Timer won't work. You can speed up the animation with Frame_Speed_Multiplier using a number less than 1.
 
I've got some more questions, if you don't mind answering them. First, how do I cut ending lag of an attack? I wanted to give back Marth SH double fair, so I tried this edit:

I reasoned that it would wait until frame 18 or roundabouts to end the script, but that didn't seem to work..
Just add this to the beginning of the Main Code:
Code:
Frame_Speed_Multiplier(Speed=NUMBER)
Where NUMBER is how fast/slow you want the move to be. For example, 0.5 would take half as much time to complete the move, making it effectively twice as fast.

EDIT: Wow, I didn't read the post right above this... looks like your question's already been answered
 
Last edited by Mattshark,
The current version released has a few issues, one of them being that the release build has an issue opening more than one command list. About things showing as unknown, it's simply that the events.cfg file isn't up to date. The latest one is on my github will fix the problem with certain moves crashing and fill in some info.

I suppose now is better a time than any to get an actual workable version out. You can grab it here. I'll update the OP as well, here is the current changelog

  • Allow parsing all fighter animations by selecting the fighter's "motion" folder (the folder containing the other folders named "body" and such), rather than selecting the main.pac/bch.
  • Restructured the tree view for better usage
  • Renamed Frame_Speed_Multiplier to Set_Frame_Duration to better indicate usage
  • Current tab handle is colored green to easily distinguish from non selected tabs
  • Fix switching / opening tabs causing crashes in release builds
  • Fix Parse Animations throwing errors on certain characters
  • Fix rebuilding ACMD crashing on taunt, crouch, etc
  • Merge new custom codebox branch
  • Add IASA / Allow_Interupt command
  • Add TRUE/FALSE/COMPARE/IS_BIT_SET commands
  • Autocalc TRUE/FALSE/GOTO commands.
  • Autoformat on entering closing bracket '}'.
  • Remove indent level and do indenting based on enclosing brackets.
  • fix save as
  • fix parsing animations in fighter mode
  • fix save in fighter mode
  • add "mode" combo box to file menu to save as either big endian or little endian for wiiu/3ds.
  • display subaction index next to CRC in treeview
  • return to displaying empty event lists in fighter mode to preserve subaction indexes.
  • Update with new 1.1.4 commands
  • parsing animations now preserves subaction index
  • Allow adding commands to empty lists
  • fix infinite loop memory leak when someone mistakenly opens anything other than ACMD
NOTICE: Selection is not working with the new codebox, that's why it's a prerelease

I got the beta to work. It was an issue with my antivirus. But parse animations seems to be broken. I'm selecting the entire Marth folder under motion, but the names don't change. I've tried it on 2 computers.
 
Last edited by BreakneckWalrus,
I got the beta to work. It was an issue with my antivirus. But parse animations seems to be broken. I'm selecting the entire Marth folder under motion, but the names don't change. I've tried it on 2 computers.
It doesn't work with the 3ds files. So if you're trying to edit for the 3ds, don't use the beta
 
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Just add this to the beginning of the Main Code:
Code:
Frame_Speed_Multiplier(Speed=NUMBER)
Where NUMBER is how fast/slow you want the move to be. For example, 0.5 would take half as much time to complete the move, making it effectively twice as fast.

EDIT: Wow, I didn't read the post right above this... looks like your question's already been answered
This seems to cause an error when saving, any reason why?
 
There are landing animations that you can use Frame_Speed_Multiplier/Set_Frame_Duration to speed up.

Whenever I click Main for one of these animations (I assume they're the ones called LandingAirN etc.), it just says // Empty List //. I can still add Set_Frame_Duration to the beginning?
 
Whenever I click Main for one of these animations (I assume they're the ones called LandingAirN etc.), it just says // Empty List //. I can still add Set_Frame_Duration to the beginning?
I deleted the // Empty List //, added a Script_End() at the end, and then put a Set_Frame_Duration before it, and it worked.
This is off the top of my head though so the exact code might be a little different, but I think this gets my point across.
 
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I deleted the // Empty List //, added a Script_End() at the end, and then put a Set_Frame_Duration before it, and it worked.
This is off the top of my head though so the exact code might be a little different, but I think this gets my point across.
I can second this; I gave Charizard endless Super Armor this way, although putting the Armor's enabling command in EVERY SINGLE FILE was a pain...

Is there a way to edit character's properties such as movement speed, jumps, etc?
I once sped up every single one of Ryu's moves (super fun by the way), and noticed that his dash attack basically makes him teleport forward right to the end of it, so the Frame_Speed command or whatever might also affect physics as well... gonna try putting it into the Falling animation real quick...

EDIT: I'm actually not able to test it right now; could someone else test this real quick? (This experiment is for Kirby, just jump around and tell me what happens...)

EDIT2: I just recalled that Ryu's air moves didn't make him suddenly fall downwards for a split second though... But I'm still curious to see what happens, if someone still wants to test it. I just don't think it will work now...
 

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Last edited by Mattshark,
I can second this; I gave Charizard endless Super Armor this way, although putting the Armor's enabling command in EVERY SINGLE FILE was a pain...


I once sped up every single one of Ryu's moves (super fun by the way), and noticed that his dash attack basically makes him teleport forward right to the end of it, so the Frame_Speed command or whatever might also affect physics as well... gonna try putting it into the Falling animation real quick...

EDIT: I'm actually not able to test it right now; could someone else test this real quick? (This experiment is for Kirby, just jump around and tell me what happens...)

EDIT2: I just recalled that Ryu's air moves didn't make him suddenly fall downwards for a split second though... But I'm still curious to see what happens, if someone still wants to test it. I just don't think it will work now...
How fast should be be falling? I think there's a difference but I can't tell
 
I once sped up every single one of Ryu's moves (super fun by the way), and noticed that his dash attack basically makes him teleport forward right to the end of it, so the Frame_Speed command or whatever might also affect physics as well... gonna try putting it into the Falling animation real quick...
Many of the movements in dash attacks are actually part of the animation itself, and not controlled by the physics engine. The character's offset is just changed at the end, and the reference point doesn't move during the attack. So when you speed up the dash animation, you're speeding up the movement of the attack too.
 
May anyone tell me how to replace one moveset with another? I'm trying to replace the taunt with the a final smash.
 
May anyone tell me how to replace one moveset with another? I'm trying to replace the taunt with the a final smash.
You need to use copy pasta. Pretty much locate the final smash command copy all of its data and paste it in the taunt command. You should not only copy pasta the Main, but also the GFX, SFX, and Expression.
 

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