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magneto
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juggle limit stuff will explain soon
wow looks like you have almost everything you need for a sf4 rainbow edition. Just need to figure out a way to do all the special moves in the air ( without teleporting to the ground ), make blanka’s electricity shoot fireballs, and press start to change character.
did anyone test the gameplay changes online between two identical peers (both players with the same modifications i mean)?
if it works than it would open up the floodgates for various modes, even a “PRO” SF4 mod… with harder reversals, no shortcuts
i’m sure it works too lazy to test
as far as sf4 “PRO” goes, nobody wants this, fuck that
it wouldn’t be the tournament standard and it wouldn’t be any funner
the ACTUAL problems with sf4 would stay the same
It would be really easy to do a version with longer block stun and less input leniency (who would play it though?). Those things are character specific, so someone could release custom char packs etc.
The hard part is finding the reversal window. It’s a universal system feature so it’s probably stored in the exe. I tried searching for it but the game doesn’t play well with debuggers, and I can’t be arsed to work around the debugging protection.
also trade to ultras would be nice to remove
impossible without removing shoryu fadc ultra altogether
sorry i dont think this is worthy of doing
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marvelous
http://www.shoryuken.com/showthread.php?t=219594&p=8316684&viewfull=1#post8316684
juggle stuff see my post there
is the animation information also stored in the cmn.emz? Would it be possible to give gouken ryu’s dragon punch, dan a Blanka ball, or seth every move in the game?
yes
it is in theory possible but we do not yet have the knowledge to do this
wait are you asking this because you are interested in helping or just passing curiosity
a little of both, the only parts you’ve found the part of the file that stores the commands and the part that stores the move proprieties right? I should think the animation would take up the bulk of the file and have information frame by frame. There are several suspicious looking places, what’s your process? just changing something at random and seeing if it doesn’t crash.
well, if you want the whole story probably simplest would be starting
http://www.shoryuken.com/showthread.php?t=198136&page=35
here on page 35, where polarity started posting in this thread (and later disappeared).
I posted a bunch of notes and explanations for him, some of it is out of date now, but it’s only 4 pages of thread to read until this page so you don’t have to read the whole 39. we figured out a bunch of stuff once he started posting and then he disappeared again and i’m figuring out stuff on and off
if some of it isn’t making sense then feel free to ask me more specific questions but i’m at kind of a loss as to what I can just answer.
if you want to experiment/make test changes I would recommend doing them to sagat just because he has been the character that we have been testing on (originally since I main him so I thought I would notice those differences the most but the other people just seemed to follow me just based on that)
at the moment though I’m kind of strapped for time I want to finish up a hacked chun, guile, and blanka before the tournament I’m going to on friday AND I have schoolwork for my uni so I’m juggling this all atm
my 2 longer-term goals: 1) have a hacked “rainbow edition” by Final Round on March 12th, 2) write some programs that are able to extract all this data into a human readable format. in the longer term hopefully ssf4 will use mostly the same format so we could get the files off there and get frame data VERY SOON after release in theory… that’s just a hope though
Someone should start an editable SFIV hacking wiki.
http://sf4mods.pbworks.com/
theres this for the texture people it really doesnt have any of our info though… i’m bad at documentation really though.
ok im back. what happened
like 2 pages of posts lol
i gave ken an airdash by copy and pasting chun’s walljump over his j.lp, changing the velocities on the walljump, and setting the animation to his dash animation
repost from the juggle people’s thread in sf4 general
gouken’s fireballs have infinite juggle, not sure entirely what’s happening there but:
most moves’ juggle are is like 01 00 01 01, w/ the 2nd 00 being the juggle potential and i’ve not been sure on the other two. Gouken’s fireballs have 01 00 00 00.
could have something to do with what state the opponent is in. Like how the first hit of ken’s hp srk gives a free juggle state but only if done as a counter hit or vs an airborne opponent. And the second hit gives a free juggle state but only if the opponent is in hit stun in the air. Or how moves like Abels c.HP only give a free juggle state if the opponent isn’t in hit stun.