Neat. Do that to her alt outfit and you could pretty easily make a SFA costume, minus the vest.
I understand and tried to fiddle with it but… I notice they have the names of the parts next to line of hex, but knowing exactly what to change is the key. Sadly I get errors and crashes while I try lol.
It’s pretty easy, just do a text search for #EMG in the file, then the number you change is 2 bytes after that; it’s usually set to 1. Set it to 0 and something disappears (if you scroll down a bit there might be a text label that tells you what the name of the object is).
Alt outfit Color #10 is already minus vest
EDIT: duhh, I was thinking about Sakura ofcourse (but why? :looney:)
Yah, I’ll have a looky @ Chun’s Alt outfit
Edit: The dress is only 1 model (Dress_Black), cannot remove without also removing her body.

Tnx guys! I’ll try later!
Personal EMG tool, work in progress :looney:

Will add Mass/Batch switching of “Enable object” flags.
You’re my hero. You single? lol
I know what you mean, I miss the custom stage for each character … random stages removes all the personality from the characters! I guess doing them in 3d takes a lot more time… but knowing capcom, they ll probably be milking the franchise for years… so we<ll probably see alot more stages and characters in extra + championship ultra versions ;p! Hope they release for pc, as moding makes it so much better :)!
And your right, some stages are nice like the China Town level or the old monastery… but the boat stage and a few others seems a bit too empty, cammy’s super street fighter 2 castle stage had great background art! Atleast we got 3d models characters with old school mechanics :)!
Mwhauahahaha, funniest shit ever
http://i31.tinypic.com/fx4jdu_th.png http://i30.tinypic.com/2zdn53o_th.png
1680x1050 Wallpapers
http://thumbnails12.imagebam.com/4230/8654d742293900.gif http://thumbnails16.imagebam.com/4230/77683142293901.gif http://thumbnails14.imagebam.com/4230/7fe12f42293902.gif http://thumbnails14.imagebam.com/4230/75a33c42293903.gif
http://thumbnails14.imagebam.com/4230/11152242293904.gif http://thumbnails12.imagebam.com/4230/f1c4f342293905.gif http://thumbnails12.imagebam.com/4230/e46b3542293906.gif http://thumbnails13.imagebam.com/4230/fb3c1942293907.gif http://thumbnails14.imagebam.com/4230/08854642293908.gif
Yeah I thought of that. Would be really hard facing that person.
Good work!
The next move is finnaly to get meshes from this game :karate:
I think I’ve just about finished figuring out what most of the move data does, so I’ll just make this as informative as possible. Thanks to Anotak for getting this ball rolling and figuring out a good portion of this himself.
Each block of move data is 64 bytes. Each move contains at least 24 blocks of this data, but usually only the first 12 are important. The blocks break down like this:
1 - hit while standing
2 - hit while crouching
3 - hit while jumping
4 - guard while standing
5 - guard while crouching
6 - ? (guard while jumping? Capcom might have been toying with the idea of air guard)
7 - counterhit while standing
8 - counterhit while crouching
9 - counterhit while jumping
10, 11, 12 - ? (I think this is properties against armor but I haven’t tested yet)
…then the next 12 blocks seem to be either unused, or for subsequent hits of a move. I haven’t quite confirmed this yet.
Now, into the blocks themselves. If you want to find them, the move data blocks start after a set of labels that are relatively near the end of a character’s cmn.emz file. To find where they start, the easiest way is to do a text search in your hex editor (I use XVI32) for DEMO_CONTINUE and scroll down a bit. After the text blocks end is where the first move starts. The start of the block should be the damage of the character’s close standing LP (in hex, of course). It will be the first value after a bunch of 00’s.
From there it works like this:
00: damage
02: stun
04: reaction move ID (00 = hit reaction, 01 = basic moves, 02 = guarding, 04 = knockdown, 06 = throw(?))
06: reaction move offset (for more detail on this please refer to this post.)
08: self freeze (how long you pause on hit)
10: hit freeze (how long enemy pauses on hit - this is NOT hitstun)
12: impact (enemy shaking during hit freeze)
14: reaction voice (00 = KO, 01 = weak KO, 02 = KO w/ echo, 03-05 = L/M/H cry, etc)
16: hit sound
18-19: extra hit sound effect (seems very specific as far as values go)
20: visual hit spark effect
26: super meter gain
28: juggle class (00 combos into anything, and the higher the value the less moves will combo into it. At 05 it seems that only supers and ultras will combo)
30: hitstun length (value = number of frames)
32-35: popup distance (4-byte number)
36-39: popup height (4-byte number)
44-47: pushback (4-byte number)
I realize this isn’t quite everything, but it’s enough to fool around with if you want to, say, tweak a few moves in there.
One final cautionary note: Though this should be common sense, I have to say it anyway. Any editing you do to any file in the game that affects gameplay WILL NOT WORK ONLINE, and will likely cause a complete desync and subsequent disconnection in online matches. Always backup your original files before editing.
That’s it. Enjoy
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i just saw this anyone can teach how to do it
You guys just keep on overwhelming me. Gojira, LouNGeR, Providenceangle, Anotak… just freaking awesome works getting done here. Soon i’ll get my Ken with no Gi Jacket thanks to you guys. Also, Gojira. Special ups for you, what you and Anotak have managed to decipher is mindblowing. Awesome job gentlemen, awesome job!
omg dude u must put this up for download, lol!
I hope someone is able to fix the girls’ man hands… That has always bugged me even more than Chun Li’s diseased thighs.
can anyone help me with hiding c.vipers jacket, pants outline and tie and glasses and gloves.
im trying to make a poison ivy version of her. If anyone can help me out plz that would be awesome
Movelist Swapper
Hi there folks.
I have created a command-line program that automates the moveset swap process. It does all steps (offzip, hex edit, copy), and provides you with a status list of what move sets your characters have (only keeps track of moveset changes that it itself has made).
Simple syntax is: “sf4moveswap.exe set ZGF VEG” to give Vega (Dictator)'s moves to Zangief. You can see the character codes in the program, so you don’t have to look them up. Other commands can be seen by running the program without any command line parameters.
Program is available here: http://www.randomshit.org/autoit/
alpha and stuff
i also was able to edit the alpha channels, but only on a .dds that already had alpha.
for instance tattered clothes already has an alpha so you can edit it.
but for a diff .dds file, even if it is saved as a mode that has alpha, if the alpha isnt there to start with it wont work. my guess is, somewhere in the code, it gets told what .dds files for a certain character to actually enable.
white is visable and black is not