ROM Hack [Release] Sm4shCommand

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Last edited by GudPiggeh,
https://github.com/Sammi-Husky/Sm4sh-Tools/blob/master/SALT/Scripting/AnimCMD/CMD_INFO.cs I've found a list here of what I believe is everything that FITX uses.
Edit: Does it matter which part I put the command (can I put a effect command in main) and what is "expression"?
Edit 2: Can't believe how long it's been mispelled "Allow_Interupt"
Edit 3: Not to discredit whoever made this, but some are so vague, and without descriptions. Like "Modify_Rhombus."

I pulled the command names directly from Smash 4's game code. The only way to figure out more of what they do (like Modify_Rhombus), is to test them. The only people who know what "Modify_Rhombus" means is the s4 devs themselves at this point.
 
I pulled the command names directly from Smash 4's game code. The only way to figure out more of what they do (like Modify_Rhombus), is to test them. The only people who know what "Modify_Rhombus" means is the s4 devs themselves at this point.
huh. but does it matter which part I put the command (can I put a effect command in main)
 
@Sammi Husky I'm going through and documenting everything. How can I "parse" the unknown commands? Or should I just tell you what they do so you can add them in the latest nightly?

--------------------- MERGED ---------------------------

huh. but does it matter which part I put the command (can I put a effect command in main)
No. The tabs are there for a reason lol. They handle different code at the same time. For example you can't put a Low_Voice_Clip in the "main" tab. It goes in "SFX".
 
@Sammi Husky I'm going through and documenting everything. How can I "parse" the unknown commands? Or should I just tell you what they do so you can add them in the latest nightly?
I guess you'd just replace some stuff in here https://github.com/Sammi-Husky/Sm4sh-Tools/blob/master/SALT/Scripting/AnimCMD/CMD_INFO.cs , compile, and replace the salt.dll
We really do need some documentation

Looks like the first bunch of text doesn't need to be edited, second is names, idk what third is, probably doesn't need change either, 4th is labels like
Hitbox(ID=0x0, Part=0x0, Bone=0x0, Damage=2, Angle=0x50, KBG=0x64, FKB=0x14, BKB=0x0, Size=4.3, Z=0, Y=11.8, X=16, Effect=0x0, Trip=0, Hitlag=1, SDI=1, Clang=0x1, Unknown=0x1, ShieldDamage=0x0, SFXType=0x0, Ground/Air=0x1, Direct/Indirect=0x3, Unknown=0x1, Unknown=0x4)
and 5th is description
 
Command sizes,
Command Names,
Command Parameter format (int or float),
Command Parameter Labels,
Command Descriptions.

@Sammi Husky I'm going through and documenting everything. How can I "parse" the unknown commands? Or should I just tell you what they do so you can add them in the latest nightly?

There really isn't a way to parse them. The only way i figured out the current ones are through people telling me what they do after testing, or from just guessing what the function names originally were and checking if the CRC32 of them matched the command identifier. (Command Identifiers are actually the CRC32 of the function name in the original source code for smash 4). Of course i had a bit of help since ShinyQuagsire provided a dump of the 3ds symbols he was able to grab from the 3ds files.
 
Are the effects of Shulk's monado arts an MSC thing? Or params maybe? I've no clue how to go about looking at/editing params to be honest, so excuse me if this is a dumb question.
 
Maybe MapColl (Map Collision).
HAL made their charaters' MapColl display as a rhombus in debug mode. (eg. SSB, SSBM, Kirby Wii(debug mode remenant))


Pulled from cross_f.rpl?

Interesting, that very well could be the case. It'd be cool to mess with and see if it does mess with their stage collision boxes. And yes, cross_f.rpl. Though to be fair, the symbol names themselves that i generated CRC32 of were given to me by ShinyQuagsire after he exported them from the 3ds files. (static.crs? i don't remember which file holds the debug info on 3ds)
 
All my time and effort recently has gone into collaborating with Ploaj and Jam1Garner on Smash Forge. It supports Viewing hitboxes and animations among many many other things, yes.
This is also that lvd editor, correct?
 
Yea, it's going to be a fully fledged editor for many different things. Stages and Fighter's taking front seat but also with the ability to open the other files as well as we add support for them
Very interesting... Would this include ACMD?
 
Very interesting... Would this include ACMD?
Yes, it already does. It's going to be an IDE like application for creating Fighter and Stage projects in addition to being able to just open and edit files outright. The application has been open source and developed for a few months straight now. Jam and Ploaj did gods work getting stages and collisions rendering correctly.

Bb9SvI0.png
 
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Yes, it already does. It's going to be an IDE like application for creating Fighter and Stage projects in addition to being able to just open and edit files outright. The application has been open source and developed for a few months straight now. Jam and Ploaj did gods work getting stages and collisions rendering correctly.

Bb9SvI0.png
Woah, it looks incredible! I'll definitely be trying this when I get home. What other file formats are planned?
 
Woah, it looks incredible! I'll definitely be trying this when I get home. What other file formats are planned?

Any and all we come across really. Right now it supports ACMD, PARAMS, NUD (wiiu models), VBN (wiiu skeleton), NUT (wiiu textures), BCH, LVD, and importing from DAE (not finished), .anim, and SMD. It also supports previewing the materials and material animations
 
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Any and all we come across really. Right now it supports ACMD, PARAMS, NUD (wiiu models), VBN (wiiu skeleton), NUT (wiiu textures), BCH, LVD, and importing from DAE (not finished), .anim, and SMD. It also supports previewing the materials and material animations
Any plans for some 3DS specific files? Or will this mainly focus on Wii U?
 
Any plans for some 3DS specific files? Or will this mainly focus on Wii U?

It's WIIU mainly for now, but it will support any and all smash related files we come across when we get to them. I know we started on some 3ds stuff, but i don't know what specifically. I know we have BCH iirc
 
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