changing the bolded value to 00 will allow you to do a flashkick by just tapping d, u+k.
changing solely this value for part of a motion move causes a crash. im not sure how the direction you need to charge is determined, since the 7th byte for both of the first 12 byte sections of guile’s moves is 00.
Ya’ll should try making a ‘pro mod’ of sf4pc once you can figure everything out. I’m pretty sure all the following can be changed:
commands
hit properties
damage
Correct? Those variables alone can do a lot and I think it’d be really interesting to make something like that even if it has little chance of being played widely.
Anotak, is there any possibility that you could collect all the values you’ve found thus far and edit them into a cohesive list? I would like to start testing for additional values by dumping garbage to untested ranges; with the way that the control bytes are laid out at the moment, it’s very difficult to discern what value have and have not been identified.
values 52-55 appear to be a 4-byte big endian number similar to the others. what does it do? well, i’m not exactly sure. lowering the number seems to result in the reel from a move sending you higher into the air. however, the ascent always seems to occur at the same speed while the descent happens a lot slower the smaller you make the value. i only tried it with dp/flashkick (i.e. BLOW_VH) type moves so i cant say what its affect is on other types of moves. maybe one of you smart people can figure out exactly what’s going on here.
anotak do you know where values such as a move’s meter cost, blockability (high/low/mid/unblockable), cancelability, crumple-ability are stored? i think i saw a video where ryu’s super only cost 1 bar and crumpled…
also what’s the deal with blockstun? i haven’t tested it yet but i notice the stun values for moves on block are the same as for on hit…is it algorithmically determined?
meter cost: no idea, for that video I replaced ryu’s ex fireball with hp shinkuu
blockability: no idea where it truly is, I’ve been using the ugly hack of replacing the blocking property with the getting hit property… used this to some things like make ken’s f.mk hit low… the drawback is that the computer will not know how to block it, like if you set the computer to all block standing then it won’t crouch block and it’ll get hit, but if you set it to all block crouching then it will block it.
cancelability: like i said up there that’s the one thing that I REALLY REALLY want to figure out how to edit
crumple: its based on values #4 and #6 of the hit. standing crumple should be like 01009300 and crouching crumple is 01009400
blockstun, not really sure, I’ve just been adding +/- frames as i pleased based on what the frame data on event hubs says and as long as I keep it relatively true it should be right…
this actually kind of implies that at one point blockstun and hitstun were the exact same (as the number in the file would indicate) and then at some point someone like ono was like MAN THIS IS BULLSHIT and they put in a sweeping system wide change like that where all blockstun was less time
another thing that seems to be stored elsewhere is the juggle potential of a move, as distinct from the juggle value we know which determines what can juggle after… kind of weird that it isnt stored with the existing move data…
some values starting around 0x29584 in Ryu’s file… as a non-programmer i’m hazarding a guess that this is a pointer table of some kind? dumping garbage made training mode just keep loading forever. using c4 04 00 00 as a repeating value for some ~60 bytes yielded this:
interestingly his hitbox is different, not just the model
fucking awesome! looks like breakthroughs on the way?
side note: could you edit your post to make the image be a link so that it doesnt stretch the page like that… i still have nightmares about page 34
okay so it seems you meant what ranges have we tried well the answer is:
where the hits are, where the “animation control” area is that i mentioned on the last page (that lead to things like polarity’s video with sagat doing his intro and being invincible), where there is human readable text (DEMO_CONTINUE etc) (Doesn’t have gameplay effects, I believe this is for the benefit of capcom’s editing software, an index of sorts), motion definitions, and the 76 byte repeating region which controls what motion corresponds to what move and what animation corresponds (triangle jumps and etc).
there’s also the area a little past “animation control” (the area where I posted on the last page about making sagat’s crouch make a ko scream)… i dont really know anything about it yet other than fucking with it can cause game crashes, there is no fixed length on the patterns but it’s in definite blocks (And i THINK it follows the order of the “animation control” area as far as I can tell (like while crouching, then while standing, neutral jump startup, neutral jump, etc), and it messing with it has caused the following effects: animations turn invisible (but keep their hitboxes, crashed the game, changed sound on that one byte, animation freezes for a moment (not sure how or why)… I can’t really make any of this work consistently and I don’t know the underlying system at work here.
edit: hey i dont know what caused this resurgence of interest for y’all to all post like this and start looking for stuff but thanks seriously lol
lol my bad, i forget about people running at a lower res than me…
i doubt any breakthroughs are gonna come from me though, i can fuck with values and report findings but i lack the dedication to be really systematic about it:P
maybe this is known but the section in #BCM after where the move motions are is what buttons are assigned to which basic moves. i somehow got HK to be on the LK button, lol. i probably wont mess with it much more cause its not that interesting but it’s there.
are you talking about the section that looks like this “FFFFFFFF000100000100000000000000
3333B33F000000003C0000000000000000000000000000000000000000000000000000004000101002000300000000006666A63F0000000000000000”? that is 76 bytes pattern of things like that
because that’s what we can make the things like triangle jumps and “shinkuu viper beam” with
if its not that then its cool new info
edit: copying and pasting the first few bytes in an animation like that universally seems to result in “ryu what’s wrong” looking stuff at least with sagat and claw as well.