ROM Hack [WIP] Sm4sh Save Editor

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Did you use my equipment editor?

  • Yes

    Votes: 37 42.5%
  • No

    Votes: 14 16.1%
  • That was a thing?

    Votes: 36 41.4%

  • Total voters
    87
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and a 64 mode would be easy as hell by just making a secondary Smooth Lander code that multiplies landing lag by 0 (or just changes all landing lag to the usual landing animation out of jump, but honestly that seems less interesting :dry:)

You'd have to get rid of airdodge and up hitstun for the true experience. Personally, I've always thought a higher hitstun would justify the return of vectoring, since the opponent will have to predict where you're going to DI to a more exact degree.
 
You'd have to get rid of airdodge and up hitstun for the true experience. Personally, I've always thought a higher hitstun would justify the return of vectoring, since the opponent will have to predict where you're going to DI to a more exact degree.
Smash 4's DI does feel much weaker in general than Melee\PM DI, so the return of vectoring isn't something I'd mind at all if extra power and extra hitstun were implied to come with it.
 
[insert snide and incredibly rude comment about how you need to work faster on your dt repacker and\or heckle Sammi Husky until they do].txt

Not about to be that guy lol

more stupid stuff to imagine: making the tradeoff everything effect actually 'gradually' increase rather than being a set amount (the game does straight up lie to you about it). Imagine a mode with a reverse version of this that resets every stock..
 
There's so much potential here, and it's been squandered in the most avant garde, RNG-plagued system I've ever seen. I'm GLAD we can hack it.
 
There's so much potential here, and it's been squandered in the most avant garde, RNG-plagued system I've ever seen. I'm GLAD we can hack it.

the most amazing thing ever, to hypothetically exist, though I'm fairly sure it's too complicated to ever make it into smash 4..

the ability to modify separate moves with special kinds of equipment, for instance doubling the damage output of one kill move in exchange for making it slower or have lower base knockback or something.

a move having lower base knockback = less safe = less defensive, but having more knockback growth and raw damage = more offensive. then the speed stat could just take up framedata.

Then I could REALLY piece together a perfect character, plus there'd be a reason to have lots and lots of equipment.
 
the most amazing thing ever, to hypothetically exist, though I'm fairly sure it's too complicated to ever make it into smash 4..

the ability to modify separate moves with special kinds of equipment, for instance doubling the damage output of one kill move in exchange for making it slower or have lower base knockback or something.

a move having lower base knockback = less safe = less defensive, but having more knockback growth and raw damage = more offensive. then the speed stat could just take up framedata.

Then I could REALLY piece together a perfect character, plus there'd be a reason to have lots and lots of equipment.
That sounds like fairly simple logic to code. Just need to figure out where to inject the stuff in the code.
 
That sounds like fairly simple logic to code. Just need to figure out where to inject the stuff in the code.
Well, that's great.

But before any of that happens.. well, first we've gotta work on making an equipment 'slider'. Could just use the graphics from the music\voices\effects sliders in options, and then the rest is just code.
 
Well, that's great.

But before any of that happens.. well, first we've gotta work on making an equipment 'slider'. Could just use the graphics from the music\voices\effects sliders in options, and then the rest is just code.
Just don't ask me to do it at this point, still learning the ropes for that stuff. Why is ida so expensive?
 
Well hey, it copied properly now. Thanks a BUNCH. Now to see what happens in-game...
 
haha wow, seems like a really nice prograholy fucking $600-$1100 price tag what the hell

NVM I'm never going to try to get into code again
All of what you "need" is free, this one just had some really nice bells and whistles. GCC has a dissassembler, bit not the fancy flow charts and the like. IDA is meant for "pros".

Edit:
It is also meant for a lower level than C, if I recall.
 
equipment_param.bin effect map wherein each equipment piece is

AA 08 00 00 00 BB [NAME] 50 00 00 00 CC 05 [00 00 00 if Pos(itive effect), FF FF FF if Neg(ative effect)] DD 50 00 00 00
AA = byte that is used to refer to this effect
BB = unknown
CC = unknown
DD = amount effect effects # for pos\neg, i think. If negative, count DOWN from FF.
Pos\Neg = self explanatory. see template above

Code:
00, 0A, 02, 19, Pos, RunSpeedUp
01, 0C, 02, E2, Neg, RunSpeedDown
02, 0A, 02, 19, Pos, AirSpeedUp
03, 0C, 02, DA, Neg, AirSpeedDown
04, 06, 02, 22, Pos, JumpUp
05, 08, 02, DC, Neg, JumpDown
06, 06, 02, 22, Pos, Skater
07, 0C, 02, 1B, Pos, GroundJumpUp
08, 0E, 02, DD, Neg, GroundJumpDown
09, 09, 02, 22, Pos, AirJumpUp
0A, 0B, 02, D5, Neg, AirJumpDown
0B, 09, 02, 13, Pos, LightJump
0C, 09, 02, D5, Neg, HeavyJump
0D, 0B, 02, 0C, Pos, WalkSpeedUp
0E, 0D, 02, F8, Neg, WalkSpeedDown
0F, 11, 02, 0A, Pos, CliffCatchFrameUp
10, 13, 02, FB, Neg, CliffCatchFrameDown
11, 0E, 02, 1B, Pos, EasyCliffCatch
12, 0E, 02, E0, Neg, HardCliffCatch
13, 07, 02, 05, Pos, BrakeUp
14, 0C, 01, 28, Pos, EasyJustGurd
15, 12, 01, DD, Neg, ImpossibleJustGurd
16, 0C, 01, 15, Pos, ShieldHealUp
17, 0E, 01, EA, Neg, ShieldHealDown
18, 0C, 01, 1B, Pos, AirDefenseUp
19, 0E, 01, DA, Neg, AirDefenseDown
1A, 0A, 01, 16, Pos, EasyEscape
1B, 0A, 01, DF, Neg, HardEscape
1C, 10, 01, 21, Pos, LandingFrameDown
1D, 0E, 01, DC, Neg, LandingFrameUp
1E, 0A, 00, 1C, Pos, QuickSmash
1F, 0A, 00, 1D, Pos, HyperSmash
20, 0C, 00, 0F, Pos, AirOffenseUp
21, 0E, 00, DD, Neg, AirDefenseUp
22, 08, 00, 28, Pos, MeteorUp
23, 0E, 03, 1B, Pos, PinchOffenseUp
24, 0E, 03, 12, Pos, PinchDefenseUp
25, 0C, 03, 14, Pos, PinchSpeedUp
26, 0E, 03, 21, Pos, PinchVariousUp
27, 0F, 03, 24, Pos, PinchInvincible
28, 11, 03, 18, Pos, NoDamegeOffenseUp
29, 0F, 03, 08, Pos, NoDamegeSpeedUp
2A, 16, 03, 1A, Pos, NoDamegeOffenseSpeedUp
2B, 10, 03, 10, Pos, SacriceOffenseUp
2C, 10, 03, 19, Pos, SacriceDefenseUp
2D, 0E, 03, 15, Pos, SacriceSpeedUp
2E, 10, 03, 1B, Pos, SacriceVariousUp
2F, 11, 04, 1D, Pos, StrongUpperAttack
30, 09, 04, 2B, Pos, LifeSteal
31, 0F, 04, 1E, Pos, EndureSmashHold
32, 0B, 04, 3A, Pos, CriticalHit
33, 09, 04, 19, Pos, DownBurst
34, 0B, 04, 09, Pos, FirstHitter
35, 0F, 04, 17, Pos, 5SecondAgoBonus
36, 0D, 04, 1B, Pos, HighSpeedDash
37, 0F, 05, 1E, Pos, JustGuardBomber
38, 09, 05, 21, Pos, GuardHeal
39, 0C, 05, 0F, Pos, GuardReflect
3A, 0B, 05, 12, Pos, QuickEscape
3B, 0B, 06, 28, Pos, ItemThrowUp
3C, 0D, 06, EB, Neg, ItemThrowDown
3D, 0A, 06, 23, Pos, ItemHitter
3E, 0B, 06, 0F, Pos, ItemPitcher
3F, 0B, 06, 21, Pos, ItemShooter
40, 0B, 06, 1A, Pos, QuickBatter
41, 07, 06, 0C, Pos, Starrod
42, 08, 06, 0B, Pos, Ripstick
43, 0A, 06, 0E, Pos, Superscope
44, 06, 06, 0E, Pos, Raygun
45, 0A, 06, 06, Pos, Fireflower
46, 09, 06, 0C, Pos, Beamsword
47, 0A, 06, 16, Pos, Homerunbat
48, 07, 06, 0C, Pos, Bombhei
49, 08, 06, 04, Pos, Doseisan
4A, 0A, 07, 11, Pos, FoodHealUp
4B, 0C, 07, F9, Neg, FoodHealDown
4C, 09, 07, 1E, Pos, SquatHeal
4D, 0C, 07, 1A, Pos, EatOffenseUp
4E, 0A, 07, 10, Pos, EatSpeedUp
4F, 0C, 07, 10, Pos, EatDefenseUp
50, 0C, 07, 1B, Pos, EatVariousUp
51, 09, 07, 16, Pos, ShootHeal
52, 0D, 07, 20, Pos, EatInvincible
53, 08, 07, 2A, Pos, AutoHeal
54, 0D, 08, 10, Pos, DrawSmashball
55, 09, 08, 05, Pos, EasyFinal
56, 0D, 08, 06, Pos, HoldSmashBall
57, 12, 08, 14, Pos, SmashballVariousUp
58, 09, 08, 10, Pos, HealFinal
59, 0C, 08, 17, Pos, OneMoreFinal
5A, 10, 01, 10, Pos, LuckySuddenDeath
5B, 16, 09, 1C, Pos, ExtendReturnInvincible
5C, 13, 09, DF, Neg, CutReturnInvincible
64, 04, n\a x2, Non, None (obvious). This one defies the normal format in a way I'm fairly sure doesn't matter.
 
Last edited by darklordrs,
equipment_param.bin effect map wherein each equipment piece is

AA 08 00 00 00 BB [NAME] 50 00 00 00 CC 05 [00 00 00 if Pos(itive effect), FF FF FF if Neg(ative effect)] DD 50 00 00 00
AA = byte that is used to refer to this effect
BB = unknown
CC = unknown
DD = amount effect effects # for pos\neg, i think. If negative, count DOWN from FF.
Pos\Neg = self explanatory. see template above

00, 0A, 02, 19, Pos, RunSpeedUp
01, 0C, 02, E2, Neg, RunSpeedDown
02, 0A, 02, 19, Pos, AirSpeedUp
03, 0C, 02, DA, Neg, AirSpeedDown
04, 06, 02, 22, Pos, JumpUp
05, 08, 02, DC, Neg, JumpDown
06, 06, 02, 22, Pos, Skater
07, 0C, 02, 1B, Pos, GroundJumpUp
08, 0E, 02, DD, Neg, GroundJumpDown
09, 09, 02, 22, Pos, AirJumpUp
0A, 0B, 02, D5, Neg, AirJumpDown
0B, 09, 02, 13, Pos, LightJump
0C, 09, 02, D5, Neg, HeavyJump
0D, 0B, 02, 0C, Pos, WalkSpeedUp
0E, 0D, 02, F8, Neg, WalkSpeedDown
0F, 11, 02, 0A, Pos, CliffCatchFrameUp
10, 13, 02, FB, Neg, CliffCatchFrameDown
11, 0E, 02, 1B, Pos, EasyCliffCatch
12, 0E, 02, E0, Neg, HardCliffCatch
13, 07, 02, 05, Pos, BrakeUp
14, 0C, 01, 28, Pos, EasyJustGurd
15, 12, 01, DD, Neg, ImpossibleJustGurd
16, 0C, 01, 15, Pos, ShieldHealUp
17, 0E, 01, EA, Neg, ShieldHealDown
18, 0C, 01, 1B, Pos, AirDefenseUp
19, 0E, 01, DA, Neg, AirDefenseDown
1A, 0A, 01, 16, Pos, EasyEscape
1B, 0A, 01, DF, Neg, HardEscape
1C, 10, 01, 21, Pos, LandingFrameDown
1D, 0E, 01, DC, Neg, LandingFrameUp
1E, 0A, 00, 1C, Pos, QuickSmash
1F, 0A, 00, 1D, Pos, HyperSmash
20, 0C, 00, 0F, Pos, AirOffenseUp
21, 0E, 00, DD, Neg, AirDefenseUp
22, 08, 00, 28, Pos, MeteorUp
23, 0E, 03, 1B, Pos, PinchOffenseUp
24, 0E, 03, 12, Pos, PinchDefenseUp
25, 0C, 03, 14, Pos, PinchSpeedUp
26, 0E, 03, 21, Pos, PinchVariousUp
27, 0F, 03, 24, Pos, PinchInvincible
28, 11, 03, 18, Pos, NoDamegeOffenseUp
29, 0F, 03, 08, Pos, NoDamegeSpeedUp
2A, 16, 03, 1A, Pos, NoDamegeOffenseSpeedUp
2B, 10, 03, 10, Pos, SacriceOffenseUp
2C, 10, 03, 19, Pos, SacriceDefenseUp
2D, 0E, 03, 15, Pos, SacriceSpeedUp
2E, 10, 03, 1B, Pos, SacriceVariousUp
2F, 11, 04, 1D, Pos, StrongUpperAttack
30, 09, 04, 2B, Pos, LifeSteal
31, 0F, 04, 1E, Pos, EndureSmashHold
32, 0B, 04, 3A, Pos, CriticalHit
33, 09, 04, 19, Pos, DownBurst
34, 0B, 04, 09, Pos, FirstHitter
35, 0F, 04, 17, Pos, 5SecondAgoBonus
36, 0D, 04, 1B, Pos, HighSpeedDash
37, 0F, 05, 1E, Pos, JustGuardBomber
38, 09, 05, 21, Pos, GuardHeal
39, 0C, 05, 0F, Pos, GuardReflect
3A, 0B, 05, 12, Pos, QuickEscape
3B, 0B, 06, 28, Pos, ItemThrowUp
3C, 0D, 06, EB, Neg, ItemThrowDown
3D, 0A, 06, 23, Pos, ItemHitter
3E, 0B, 06, 0F, Pos, ItemPitcher
3F, 0B, 06, 21, Pos, ItemShooter
40, 0B, 06, 1A, Pos, QuickBatter
41, 07, 06, 0C, Pos, Starrod
42, 08, 06, 0B, Pos, Ripstick
43, 0A, 06, 0E, Pos, Superscope
44, 06, 06, 0E, Pos, Raygun
45, 0A, 06, 06, Pos, Fireflower
46, 09, 06, 0C, Pos, Beamsword
47, 0A, 06, 16, Pos, Homerunbat
48, 07, 06, 0C, Pos, Bombhei
49, 08, 06, 04, Pos, Doseisan
4A, 0A, 07, 11, Pos, FoodHealUp
4B, 0C, 07, F9, Neg, FoodHealDown
4C, 09, 07, 1E, Pos, SquatHeal
4D, 0C, 07, 1A, Pos, EatOffenseUp
4E, 0A, 07, 10, Pos, EatSpeedUp
4F, 0C, 07, 10, Pos, EatDefenseUp
50, 0C, 07, 1B, Pos, EatVariousUp
51, 09, 07, 16, Pos, ShootHeal
52, 0D, 07, 20, Pos, EatInvincible
53, 08, 07, 2A, Pos, AutoHeal
54, 0D, 08, 10, Pos, DrawSmashball
55, 09, 08, 05, Pos, EasyFinal
56, 0D, 08, 06, Pos, HoldSmashBall
57, 12, 08, 14, Pos, SmashballVariousUp
58, 09, 08, 10, Pos, HealFinal
59, 0C, 08, 17, Pos, OneMoreFinal
5A, 10, 01, 10, Pos, LuckySuddenDeath
5B, 16, 09, 1C, Pos, ExtendReturnInvincible
5C, 13, 09, DF, Neg, CutReturnInvincible
64, 04, n\a x2, Non, None (obvious). This one defies the normal format in a way I'm fairly sure doesn't matter.
Put that in a code tag, makes charts easyer to read.
 
Alright, I got it working. Only thing now is, I can't transfer to my Wii U because of "irregular save data"
 
Alright, I got it working. Only thing now is, I can't transfer to my Wii U because of "irregular save data"
Happens if the cheat flag doesn't match up to the equipment, and if the equipment isn't within the confines of what the game could produce through RNG, or both. You see now why i went to all this trouble
 
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