Modding SF4 for PC (No DLC Unlocks!)

I’ve been getting some progress on recompressing EMB’s to EMZ.
Some EMZ’s have a tiny difference, but it seems to work…

Here’s a modified self-created EMZ file, this one didn’t end up being the same size as the original somehow.
Wait, that’s obvious right? The texture was changed so the compression will be different.
Oh well, it works in-game though :wgrin:

http://ifile.it/xfaldps

If your WAVs are already 48 kHz, then try converting them to 44,1 kHz, then to adx and finally pack them.
48 kHz is required only by these sound banks: BGM_MAIN_OM.csb BGM_AVX_E.csb BGM_AVX_J.csb BGM_CLX.csb BGM_GAG.csb BGM_RYX.csb

I think the drag’n’drop method send them here:
C:\Documents and Settings*your_username* (for XP)
or here
C\Users*your_username* (for Vista/Seven)

Hey everybody.

I just bought SF4 for PC and stumbled into this site.

Man it’s amazing what you guys are doing.

Another reason I’m happy I got the PC version.

Keep it up guys.

And thanks for your hard work.

It doesn’t have to be the same size as long as the game can decompress it. It uses the deflate algorithm. The zlib library and SharpZipLib can be used to de/recompress the data.

I see thanks alot. Its a bit odd, since when I do use two copies it just creates the adx file in the same folder.

Awesome Hogan, we need a yellow and red one!

New songs:

Sagat’s ocremix - Beautiful day stage (this song fits the stage a lot better than Ken’s)

http://www.mediafire.com/?zuwmvytmiy2

Ken’s ocremix - Cruise Ship Stern Stage

http://www.mediafire.com/?0enmzjzqtht

Zangief ocremix - Snowy Rail Yard Stage

http://www.mediafire.com/?mmdltrhqwmo

Sakura’s theme - Overpass stage

http://www.mediafire.com/?hqizmegyji2

Chun Li’s ocremix - Crowded Downtown Stage

http://www.mediafire.com/?2yym2yl4ncy


Ryu’s ocremix theme for the “old temple” stage:

http://www.mediafire.com/?yyejyg2yekw

Cammy’s ocremix theme for the “Historic Distillery” stage:

http://www.mediafire.com/?gnlmeoq1mxk

Fei Long’s ocremix theme for the “Deserted Temple” stage:

http://www.mediafire.com/?zmbtmhqozwz

Dee Jay’s ocremix theme for the “pitch-black jungle” stage:

http://www.mediafire.com/?xalj44hhzjo

Balrog’s ocremix music for the “drive in at night” stage

http://www.mediafire.com/?muuznujqlyk

Guile’s ocremix music for the “small airfield” stage

http://www.mediafire.com/?3w1zycwzn4v

Blanka’s ocremix music for the “inland jungle” stage

http://www.mediafire.com/?30mnyymjimj


so apart from the “Volcanic Rim” stage song (which is really good already) only 3 stages left to do:

-Morning Mist Bay Stage
-Run-down Back Alley Stage
-Secret Laboratory Stage

suggestions anyone?

enjoy! :wink:

Thanks for the Zangief music, it’s perfect for the Russian stage.

For the secret laboratory stage, I think dictator’s theme would be good. The old school, sfII m.bison stage music.

Run-down back alley stage, gen’s theme (if its available). It just seems appropriate.

Morning Mist Bay, not sure.

I’ve been playing around with address offset 04. Turns out that it and 06 are directly related. 04 seems to not only affect a move’s properties, but also determines the starting point for reaction offsets that are handled in 06.

Before I get into this, here’s a a more refined list of the animation values I found. This time I was able to properly determine the values and ripped the animation names straight out of the file.


00 STAND
01 CROUCH
02 STAND2CROUCH
03 CROUCH2STAND
04 STAND2JUMP
05 JUMP
06 JUMP2STAND
07 STAND2JUMP_F
08 JUMP_F
09 JUMP2STAND_F
0A STAND2JUMP_B
0B JUMP_B
0C JUMP2STAND_B
0D TURN_STAND
0E TURN_CROUCH
0F TURN_WALK
10 FORWARD
11 BACKWARD
12 DASH
13 BACKDASH
14 STAND2GUARD
15 GUARD_STAND
16 GUARD2STAND
17 CROUCH2GUARD
18 GUARD_CROUCH
19 GUARD2CROUCH
1A BOUND_UPWARD_L
1B BOUND_UPWARD_M
1C BOUND_UPWARD_H
1D BOUND_DOWNWARD_L
1E BOUND_DOWNWARD_M
1F BOUND_DOWNWARD_H
20 DOWN_UPWARD
21 DOWN_DOWNWARD
22 RISE_UPWARD
23 RISE_DOWNWARD
24 RISE_UPWARD_STUN
25 RISE_DOWNWARD_STUN
26 B_DOWN_UPWARD
27 B_DOWN_DOWNWARD
28 THROW_MISS
29 THROW_GUARD
2A STUN
2B STUN_RECOVER

40 GUARD_HL
41 GUARD_HM
42 GUARD_HH
43 GUARD_ML
44 GUARD_MM
45 GUARD_MH
46 GUARD_LL
47 GUARD_LM
48 GUARD_LH
49 GUARD_CL
4A GUARD_CM
4B GUARD_CH

80 DAMAGE_HL
81 DAMAGE_HM
82 DAMAGE_HH
83 DAMAGE_ML
84 DAMAGE_MM
85 DAMAGE_MH
86 DAMAGE_LL
87 DAMAGE_LM
88 DAMAGE_LH
89 DAMAGE_CL
8A DAMAGE_CM
8B DAMAGE_CH
8C DAMAGE_JL
8D DAMAGE_JM
8E DAMAGE_JH

90 DAMAGE_UPPER
91 DAMAGE_LOWER
92 DAMAGE_ASHIBARAI
93 DAMAGE_KUZURE_S
94 DAMAGE_KUZURE_C

C0 BLOW_HL
C1 BLOW_HM
C2 BLOW_HH
C3 BLOW_VL
C4 BLOW_VM
C5 BLOW_VH
C6 BLOW_SL
C7 BLOW_SM
C8 BLOW_SH

These are just the basic offsets. The actual moves start at 100, neatly enough. I haven’t gone into it yet though. Will do that later.

So now that I’ve gone over that, here are some key values to address 04:
00 - (starts at 83) hit
01 - (starts at 00) basic?
02 - (starts at 44) guard
03 - (starts at 00) basic again?
04 - (starts at C0) knockdown 1
05 - (starts at 00) knockdown 2 (aside from starting value, seems no different)
06 - (starts at 1A) knockdown 3 (probably for air/juggle hits only)

This was tested with Chun Li’s close standing WP. There may be subtle differences with other characters.

The (starts at …) part is the reaction animation value that the move starts at. So for example, if address 04 is set to 00, and address 06 is set to 0F, the animation produced will be 83+0F=92, which is DAMAGE_ASHIBARAI (a.k.a. hit by a sweep). If you wanted to make it so the opponent pops into the air a little but use the same animation, you’d change address 04 to 05, and address 06 to 92. Then they’ll pop up and land as if hit by a sweep.

Thanks a lot mmaster_po.

Yeh but it has to be the same size if anyone wants to modify files from SF4 on Xbox360.
Do you know if there’s a way to make it output the same size?
It looks like they used the highest level GZIP compression (level 9??)

Wow thank you for your hard work!! I love the music now! Just brings memories hearing Chun Li’s, Ryu and ken’s music! The game is truly perfect now :)! Thanks for your hard work! :)!!

I think the secret laboratory should have M Bison stage music, just seems it would fit. The current music is just terrible on that stage! :wink: Thanks for saving our ears!!!

Hi all !

I’ve just finished my first SF IV skin, I hope some will like it.

http://img401.imageshack.us/img401/1418/darkryu.jpg

You can find it here

I’m not sure if anyone noticed it, but you can add transparency to certain parts of the clothes by editing the alpha channel. But use it at your own risk, abusing will result to a game crash and the skin will have to be created again.

@Gojira
Awesome job you are doing there!!
I wish I understood more about hex editing in general just to be able to fully understand the info that you supplied.

1st of all, nice skin! :lol:
2nd, I tried editing alpha channels multiple times before, but I never got it to work.
There seems to be something like “AlphaBlend” “AlphaTest” and “AlphaBlendMode” in the COL files, I guess it only works when this value is applied to that specific object.

thanks bro :wink: and yeah the new music definitely gives the game a more classic feel, i would love to see more stages though, don’t know why capcom didn’t recreate more classic stages like Sagat’s (you can see a sketch in the gallery so i think it was planned), Cammy’s original stage was nice also; some of the new stages are pretty bad in comparison…

Nice work bro, don’t know why but that second pic reminded of Snake from mgs :rofl:

Thx !

Well, I’ve edited the alpha channel for Ryu’s costume (by adding some black) with success, showing holes in his pants, and some destroyed parts on his top.
That looks great ingame. But when I tryed to make like a short pants, I think there was too much black on the alpha and the game crashed.
So I’m a little affraid now…

But I will try again and put some screenshots here if I got the time.

EDIT: Thx all, and by the way, adding OCRemix in SFIV is the best idea ever. I’m still using foobar, but anyway, thanks a lot mmaster_po. Nice move.

Ooooww, I just looked into Removing Objects and I didn’t expect it to be that easy (just 1 byte? :xeye:)

Unfortunately, it’s not satisfying most of the time you remove a model (like, there is only “air” under Chun-Li’s Obi) :lame:

Please tell me master! lol

Also works in Stages, which is a lot more fun.

Hey, where did “that thing” go?

http://i31.tinypic.com/i2pyk8.png

I’ve only seen this value as 01 or 02.
Just change to 00 and behold :bgrin:

BTW, for Stages it’s in the main EMZ file, for Characters it’s in the COS file