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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Well, in other news, I tried out your beta. When I click 'save', it goes 'open' instead. Is that normal?
 
Did some checking with the files in dt - and by checking I mean I took one look with HxD.

All info from 0x0 to 0x3F6D in equipment_param.bin seems useless to me, but a large portion of the file after that seems to be simply names: names for types (egg, sandals, etc) and effects.

i'm going to assume all the code for the actual equipment is in fighter_param_equipment_ability.bin.

editwo:

from the same file, starting from 0xAD00, it goes something like..

AA 08 00 00 00 BB [NAME OF ANY GIVEN LENGTH??] [05 00 00 00 02 05] and a little more.

I am clearly not that great at this.

00 08 00 00 00 0A [n] 05 00 00 00 02 05 00 00 00 19 05 00 00 00

is the 30-byte string relating to 'RunSpeedUp' (in the file)\Sprinter, with the bytes for the name removed. As a frame of reference, here's AirSpeedDown:

03 08 00 00 00 0C [n] 05 00 00 00 02 05 FF FF FF DA 05 00 00 00

the first byte (represented as AA a good bit above) is what byte the equipment correlates to, I'd assume, based on my own testing and this matching up perfectly to it. 08 always follows this byte, followed by 3 00 bytes then BB; BB changes for most effects. None (the effect that actually comes before RunSpeedUp) has BB as 04, then RunSpeedUp (and the next one in line after RunSpeedDown, which is AirSpeedUp) has 0A, RunSpeedDown (and the next one in line after AirSpeedUp, aka AirSpeedDown) has 0C.. I'll make a list of those later.

The name follows, then 05 00 00 00 02, then 05 followed by a set of 3 matching bytes, then CC (which I don't know the purpose of), 3 empty bytes, and then the next equipment thing in line.

probably stuff that you already know but there you go, lists of stuff to be compiled soon
 
Last edited by darklordrs,
I've been wondering..

when dt repacking is eventually figured out, what could be done to essentially have the game 'give' me 3000 normally-generated pieces of equipment for testing purposes?? that'd probably require messing with the data for modes and, in particular, changing classic's "custom x[0-5]" to actually give 3000 pieces of 'stuff' in one go, but I'm not sure how someone would go about doing that.

http://prntscr.com/907jul the only hings in dt that pertain to equipment
I got a decent sample size at this point, I think I am good on that field.

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

Well, in other news, I tried out your beta. When I click 'save', it goes 'open' instead. Is that normal?
I used the wrong method, it should still save though.
 
I tried a different SD card, still got the same error message. I would really like to know why the save isn't copying... too bad I can't get a response in the actual thread for the save manager.
 
I have a little thing in progress on the equipment_param equipment layout.


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

the following is a list of each effect with the variables in each order:
AA = byte that is used to refer to this effect
BB = unknown; i get a very slight feeling that this may have at least a little to do with the cheat flag thing. Compare what you've already got with the values.
CC = unknown; though this incomplete list only has 02, i've noticed that there are places where it's not 02, so yeah.
DD = amount effect effects # for pos\neg, i think. If it's a negative effect, it starts counting down from FF rather than up from 00. Good to know where this is so I can make the RNG do some broken stuff!
Pos\Neg = self explanatory. see template above
[NAME] = equipment name in the code
(NAME) = equipment name in gameplay

00, 0A, 02, 19, Pos, RunSpeedUp (Sprinter)
01, 0C, 02, E2, Neg, RunSpeedDown (Stroller)
02, 0A, 02, 19, Pos, AirSpeedUp (Glider)
03, 0C, 02, DA, Neg, AirSpeedDown (Antiglide)
04, 06, 02, 22, Pos, JumpUp (Leaper)
05, 08, 02, DC, Neg, JumpDown (Antileap)
 
I have a little thing in progress on the equipment_param equipment layout.


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

the following is a list of each effect with the variables in each order:
AA = byte that is used to refer to this effect
BB = unknown; i get a very slight feeling that this may have at least a little to do with the cheat flag thing. Compare what you've already got with the values.
CC = unknown; though this incomplete list only has 02, i've noticed that there are places where it's not 02, so yeah.
DD = amount effect effects # for pos\neg, i think. If it's a negative effect, it starts counting down from FF rather than up from 00. Good to know where this is so I can make the RNG do some broken stuff!
Pos\Neg = self explanatory. see template above
[NAME] = equipment name in the code
(NAME) = equipment name in gameplay

00, 0A, 02, 19, Pos, RunSpeedUp (Sprinter)
01, 0C, 02, E2, Neg, RunSpeedDown (Stroller)
02, 0A, 02, 19, Pos, AirSpeedUp (Glider)
03, 0C, 02, DA, Neg, AirSpeedDown (Antiglide)
04, 06, 02, 22, Pos, JumpUp (Leaper)
05, 08, 02, DC, Neg, JumpDown (Antileap)
Is there any chance that you are talking about info in here? Or is this stuff in the romfs?
 
Hm. I formatted my card to be FAT32... maybe I have to format it on a windows computer? Or is the DS_Store being added when I copy the files over?
 
Hm. I formatted my card to be FAT32... maybe I have to format it on a windows computer? Or is the DS_Store being added when I copy the files over?
I do not know how they get added, but I know that it is during some sort of file io. Try a FTP client and FTPBrony, that should prevent the DS_Store junk. I use FileZilla myself.
 
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

I noticed everything with an '02' has to do with movement speeds, '01, has to do with defense, and 00 will probably have to do with attacking. I kinda wonder - does it match up to the equipment types? 02 being speed, 01 being defense, 00 being attack?
 
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

I noticed everything with an '02' has to do with movement speeds, '01, has to do with defense, and 00 will probably have to do with attacking. I kinda wonder - does it match up to the equipment types? 02 being speed, 01 being defense, 00 being attack?

If we could hack the modifiers on equipment, say, how much of a gravity increase anchor jump has, that would be my dream.

I do not know how they get added, but I know that it is during some sort of file io. Try a FTP client and FTPBrony, that should prevent the DS_Store junk. I use FileZilla myself.

I can use terminal to wipe them all out. Doing that now.
 
If we could hack the modifiers on equipment, say, how much of a gravity increase anchor jump has, that would be my dream.


If I had the skill and someone had already created some sort of second coming of PM, my goal would be to make 'balanced equipment'. Like, a thing with sliders or something that lets you scale how you want your character's ratio of A:D:S laid out.

it'd be fucking hilarious, albeit nobody would ever use it but the occasional semicasual like me.

imagine 60A -30D -30S PM bowser dittos..

F s m a s h e s . . .
 
If I had the skill and someone had already created some sort of second coming of PM, my goal would be to make 'balanced equipment'. Like, a thing with sliders or something that lets you scale how you want your character's ratio of A:D:S laid out.

it'd be fucking hilarious, albeit nobody would ever use it but the occasional semicasual like me.

imagine 60A -30D -30S PM bowser dittos..

F s m a s h e s . . .
Then if the multiplayer is done like it is on the Wii U version and on Splatoon, it would work just fine for people without edited equipment effects.
 
Then if the multiplayer is done like it is on the Wii U version and on Splatoon, it would work just fine for people without edited equipment effects.

that could be Equip+.

Then I could make Equip-, which removes the limits for both the amount of equipment you can have on a character (or ups it to like 5 or 10 or smthn) and increases the max to an insane amount like in Smash Run.

Real talk, you would TOTALLY take the opportunity to play as 1000A DK.
 
that could be Equip+.

Then I could make Equip-, which removes the limits for both the amount of equipment you can have on a character (or ups it to like 5 or 10 or smthn) and increases the max to an insane amount like in Smash Run.

Real talk, you would TOTALLY take the opportunity to play as 1000A DK.
From what I can tell, the code limits it to 200. I have a +1000 brawn badge, when the total stats are shown it is capped at 200.
 
I've been messing with equipment since day once, basically questing after your "second coming" P:M. I've theorized that a -60A, 0D, +55 build at 1.1x knockback with Anchor Jump, Smooth Lander and Glider/Sprinter is the most optimal build. That's what I'm trying to make.
 
From what I can tell, the code limits it to 200. I have a +1000 brawn badge, when the total stats are shown it is capped at 200.

Exactly! The goal is to throw that out the window! :rofl:

seriously though, I keep coming up with ideas on how to use the equipment and hacking in conjunction. For instance, SSF2's Vampire mode would be SUPER EASY to code in by having a mode essentially make every character auto-pick a customs set with 0-0-0 and multiple Lifesteal equipment pieces, 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:)

I've been messing with equipment since day once, basically questing after your "second coming" P:M. I've theorized that a -60A, 0D, +55 build at 1.1x knockback with Anchor Jump, Smooth Lander and Glider/Sprinter is the most optimal build. That's what I'm trying to make.

That actually sounds pretty good. I'm going to make that and mess with it solo later, I guess.

Wonder how Ganon does without all that power..
 
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