the table with some additions and previous stuff i’ve said
0-- ,28,00,32,64,7D,6E,8A,3C,4B,8C,AF,3F,50,1E,26,5A,71,82,A3,78,96,BC,46,11,58,14,07,16,0A,19,0C,1B,23,25,AA,2A,D5,05
definitely changes damage, FF damage is like some character’s ultras
1-- ,00
2-- ,32,00,3F,64,7D,C8,FA,96,BC,78,A0,14,19
trying this, started at 32, tried FA and then stunned in 5 hits, check attack data, yep 250 stun damage. this is stun damage!
3-- ,00
4-- ,00,02,01,04,05,06
00 acts like a jab, 06 acts like a sweep (instaknockdown)… 01 “freezes” them. I think it might be used for ultra cutscenes. I just did a fuckton of hits on ryu until I stunned him and the combo finally ended (the game’s combo counter stops at 99, and damage scaling put me down to 4 damage per hit, 75% off of it). the hitstun just never stopped but ryu looked like he wasn’t in hitstun but he was stuck in it and if i jumped over him he didnt turn around to face me until i hit him again… gonna try the other values… edit: 02 has similar behavior with subtle differences but i’m not sure… damage scaling isn’t applying the same way and some things aren’t actually comboing. 01 actually might be used for throws??? 04 puts them in juggle state, it’s absolutely hilarious when i do a throw though ryu gets stuck to my hand until i do a tiger knee or an ultra… 05 seems to be the same possibly one is the “EX” jugglers? not sure
5-- ,00
6-- ,00,01,02,90,92,93,94,C8,91,88,FF,05
trying now edit: UHH WHAT THE FUCK? I changed from 0 to FF, every hit now causes the target to apparently throw a fireball for no reason. I put training mode on two sagats and I did a jab on the other one and he threw a tiger shot that hit me that caused him to throw one back and then I threw one and basically just did a loop until we got pushed back far enough where I could make one whiff also they were unblockable??? sounded like “tigertiger tiger tiger tiger. tiger. tiger… tiger… tiger… tiger… tiger shot”. wtf??? 05 has odd effects as well… i’m guessing this is hit animation! 01 refuses to put people in juggle state for tiger knee tiger upper etc 02 acts like 01 but looks different, 90 is like the FF, except causes random-ish normals, if i have 2 sagats it causes them to slowly jump up and float up until they stop hitting each other (I wish I had fraps to record this omg)… 92 is similar but if you get hit with 2 you freeze and can’t move and cannot be hit or interacted with (wtf?) except ultras and supers can hit you and reset you. 93 is the same but now non ultras and non supers can do it (I wonder if these 90 somethings are used only for juggling moves and only break when the moves dont juggle). 94 is similar to 91 but makes people throw when they get hit twice instead of freeze. C8 freezes, except crouching normals unfreeze and cause the target to taunt. WTF? now that i’m done figuring these out I dont understand what it’s supposed to do rofl?
7-- ,00,FF
changing index 7 from 00 to FF causes both characters to just freeze on hit… this might be related to the hit that triggers ultra cutscenes.
8-- ,08,00,0A,0C,10,1E,18,16,0E,06,04
08 is normal default? 00 makes moves seem to be faster… weird?edit: with 1E now sagat freezes every time he hits someone I think this is just a little dramatic freeze thing (best example: gouken’s ultra!) every time people get hit by stuff, normal being 08 makes 00 seem like sagat is faster… lol if i throw an ex tiger shot with the 1e, the tiger shot freezes after the first hit meaning i can dash after and do a second hit and it says 2 hit combo because my hit and the second hit combod but the tiger shot itself didnt. yeah i set it to FF and its pretty extreme, screen even shakes. heh. on to the next byte.
9-- ,00
10-- ,08,00,0A,0C,10,1E,0E,06,04
index 10 - same as index 8 except it’s how long the person getting hit freezes instead of the user of the attack!
11-- ,00
12-- ,08,00,0A,0C,10,1E,0E,06,04
index 12 - using 1E instead of 08 has made ryu shake a lot when he gets hit, going to try FF. yep FF made vibrating ryu.
13-- ,00
14-- ,03,FF,04,05,09,06
doesn’t do anything?
15-- ,00,FF
doesn’t do anything?
16-- ,0A,6E,0B,0C,6F,0F,10,11,0D,FF,2E
changes hitsound, 0A is jab, FF is silent, 0D is the focus attack hit… i’m lazy and i dont care too much about hitsounds right now i’ll revisit this later
17-- ,00,FF
turning 17 from 00 to FF turns off hit sounds apparently…
18-- ,FF,7D
tried changing from FF to 7D… no effect?
19-- ,FF,00
no effect?
20-- ,00,01,02,03,04,05,10,11,FF,2F,30,2C,2D,06,07
no effect? juggle related??
21-- ,00,FF,01
FF turned off the hitsparks, same from 01
22-- ,FF
23-- ,FF
24-- ,64,00,2C,F4,C8,20,58,E8
dont know no change from 64 to f4??
25-- ,00,01,03,02
can’t notice changes weird.
26-- ,14,0A,00,28,3C,1E,EC,F6,10,F0,D8
controls how much super you gain on hit/block
27-- ,00,FF
I can’t tell anything from 00 to FF.
28-- ,01,00
another dud byte as far as I can tell
29-- ,00
30-- ,08,0A,00,0C,0F,10,14,06,0E,12,18,16
controls hitstun i believe!
31-- ,00
32-- ,8F,00,29,B8,CD,0A,42
DON’T KNOW!
I’m curious to know if anyone has found how or where the text stuff is stored.
Primarily, I’m talking about the win quotes and subtitles. One can only imagine the hilarity that would ensue if we found those.
Note to self: find those things.
Oh man, the Dudley, I meant ROG is sick!!! Add pants and overall = WIN!
I can imagine someone doing a Seth turn either Urien or Gill!
anyone able to upload that cammy from the japanese site that had the Goku-Akuma skin?
Thanks so much for the SFII music for the stages!
Though I was wondering if you could make one for Deserted Temple that used the Sagat music, that’d be awesome :wgrin:
The one Providenceangle linked is a slightly different one. It’s really really good though.
Are you after the pure black bikini Cammy which had her nipples slightly visible at the bottom?
I downloaded it from that site, but it’s in a wierd format.
The file is BLACK_CAMMY.tpf
Want me to upload it? Anyone know what to do with that?
For some reason I really would want Sagat’s music on Beautiful Bay. Seems more like Thailand to me, but whatever. I can just rename things to fit. I just don’t know how to do the whole csb type deal. SO I’ll wait patiently for mmaster_pro.
If you want I can try to do it for you . Just made a SFIV Guile BGM CSB for the Africa Air Plane stage . Thank you goshanes for the CSB maker :wgrin: !
I would like a mod that changes some of the PC stuff to a rather more Arcade feel . These are a few changes in the character select and VS screen I noticed different from Arcade compared to Console version…
Character select
- The bar in the middle of timer that says please select doesn’t show up
- Doesn’t say character select on top left if in versus mode
Versus screen
- The VS logo doesn’t zoom in when the VS logo animation spark is complete
Yeah sure. I’m certain no one really minds WHO does it. I just said mmaster because he/…she(? lol) was the only one doing them so far. One day we may have a SF IV PC MUSIC something something thread where it’s filled with links to a bunch of different stage music files. That’d be cool.
And what’s the deal with that csb maker/packer? I got it and it says I needed aax or aa* something files but I’m not sure how to get those. Can I rename a .wav or .mp3 file aa something and pack that into a csb? or whats the deal? Someone should make nice youtube tutorials about creating custom music csbs and all this crazy character skin/costume business. Make things easier for people like me that kinda wanna sorta fuck around with it ourselves.
Thanks alot much appreciated!
can someone provide a link to the goku akuma skin?
ummm click above lol.
First off, thanks to Anotak for his research. I’ve been able to use it to figure out a few things so I’ll just copy my notes in here if they’ll help anyone. I’ll use his offsets as a starting point to be less confusing.
Okay, so there’s a data block that repeats three times per move, and then there’s something else. The first one is for when it hits a standing enemy, second is for when it hits a crouching enemy, third is for when it hits a jumping enemy. There’s more after this, haven’t gone into it yet.
Here are values I tested for the offset 06 hit reaction values:
00 small default hit
01 medium default hit
02 large default hit
03 small lower hit
04 medium lower hit
05 large lower hit
06 small crouch hit
07 medium crouch hit
08 large crouch hit
09 small air hit
0A medium air hit
0B large air hit
0C null *
- null state is a state where the engine thinks the opponent is being comboed because it’s not setting something to end it. This will always happen when a value contains nothing. I’m not going to include any more null states in this list since they’re just blank.
0D uppercut hit
0E overhead hit
0F sweep hit
10 focus standing collapse
11 focus crouching collapse
3D small juggle launch
3E medium juggle launch
3F large juggle launch
40 small uppercut juggle launch
41 medium uppercut juggle launch
42 large uppercut juggle launch
43 small spinning juggle launch
44 medium spinning juggle launch
45 large spinning juggle launch
7D-?? attacks (points to attack animations, the game doesn’t usually do this but hey it can be funny)
Note that for most normal attacks, the default values 00-02 are normal reactions that change depending on what state the opponent is in and where they are hit. The other values will essentially force a reaction state.
Some of these will also look weird unless you set the hitstun or juggle height parameters to something feasible. For example, giving a jab move the reaction value 0D will cause the reaction to come out extremely fast, and making it 40 will make it launch very low to the ground. Also juggles don’t knock down unless you set the knockdown type in offset 04 (I’ll figure this out later), otherwise they’ll just land on their feet when it looks like they shouldn’t. Sweeps seem to be the only exception to this.
EDIT:
Offset 14 makes KO sound when set to 00, 01 or 02.
Thanks for the music links. I’m so keen for the announcer removal though!
awesome job Anotak and Gojira! :wow:
Its already been done…read the old threads imo!
excellent work!
I’m going to have a look at the offsets above 32 to see what I can find
is the “data block that repeats three times per move, and then there’s something else” you’re talking about the same as the hit data i’ve been looking at or is it a different thing? so each move has 3x64 = 196 bytes per move? what’s the “something else”?
For now it is possible to remove the “annoying” parts, look here: http://forums.shoryuken.com/showthread.php?t=198653. But I don’t think removal is that enough… :wgrin:
Unfortunately - no. Only BGM. I see there’s high demand on this and soon I am probably going to develop a tool for this. But the rest of the job - creating/recording/cutting/encoding/etc. new audio material, is yours. Just like the CSB packer: I give you the tools - you use your creative brains
Thanks for the support, especially to mmaster_po & AceKombat for putting the app to good purpose. Be inspired, guys
Yeah it’s the same data. It repeats three times, then there’s something else that repeats a bunch of times. It looks similar to the data you’ve been looking at but there doesn’t seem to be any damage values and some other things are different.
EDIT: 1536 bytes from Chun Li’s close st. WP to the move after it. LOL, not to say all of that is relevant but who knows.