Modding SSF4AE for PC (NO DLC UNLOCKS!)

I can change all character ultras dmg but i can t change to Oni whit Ono! editor,when i try 2 save is the editor close and if i try u play whit thous files game crash when i select oni, can some1 help me pls?

I have the same issue!! (Thought it was just me). Every time I try to change anything with Oni, whether its ultra damage, or just hit box effect ā€œOno’sā€ program crashes and goes back to the default settings. Any Ideas how to work around this? Or should we just wait for the new new version of your program Dantarion?

I guess! I was unaware that the last uploaded version of Ono! was buggy! :frowning:

Has the new "Ono’s been released yet? Because I don’t see it on the website.

If someone were to combine all the various asset managers (such as the costume, audio, move editing, visual etc) and added online syncing of the assets through hamachi, which from what I know can also be used for online play wouldn’t that turn SF4:AE in to a platform that would rival MUGEN in doing total builds of new games that in a best case scenario could even be played online using various third party clients.

Online functionality aside, a unified assets manager could allow for placing assets in a zip and being able to load custom built games locally on the fly.

I’d be interested to see what happens when two asset-identical heavily modified games tried to play online on the official servers.

All the elements are there of what can be modded.

[LIST]
[]All visual effects & audio
[
]Move set editing, swapping
[]moddel swapping, importing.
[
]hit box & dmg manipulation
[/LIST]
I’m interested in hearing what are the road blocks to what I propose or that the people working on the various asset managers start talking, I’d volunteer to host/mod the project site and throw in regular paypal donations. I’d even take up programming but I don’t know how long it would take to become useful.

And for those not familiar with Hamachi

Hamachi is a zero-configuration virtual private network (VPN) shareware application that is capable of establishing direct links between computers that are behind NAT firewalls without requiring reconfiguration (in most cases[clarification needed]); in other words, it establishes a connection over the Internet that emulates the connection that would exist if the computers were connected over a local area network. It is currently available as a production version for Microsoft Windows and Mac OS X, and as a beta version for Linux
.

… And people use it in all types of scenario’s to sync data as I suggested.

First time posting in SRK and I would first like to thank all the gamers out there who are never satisfied with just the game and always find ways of getting even cooler shit than the developers couldve imagined !!!
I just got a copy of AE for PC but ive played hundreds of hours of all 3 on XBL. I was never inclined to even attempt any modding of any kind on any game but when I got AE for PC I figured I would try 1 thing specifically and that was play the game just like you would on the console but play with the hitbox data exposed for both fighters. I have read sooooooo many posts over the last week or so, trying to wrap my head around this whole process and where to even begin. Now credit where is due just from reading this forum I was able to actually get something, albeit crappy… But throughout all the reading I was never able to pinpoint whether this was possible or not? I know the info is out there and I have all the data for Rog memorized but I think it would benefit my game to be able to see it in action!
If im wayy outta my league just let me know if theres something out there can you recommend? But I think that I can learn alot about the game by doing this and was hoping to get some help from the pros.
Thanks in advance!

I managed to successfully mod chunli to perform both her ultras with animations without merging animation files!!!

i was able to pull this off when i realised that in vanilla, there was no selectable ultras, so that meant the first ultra was apart of the normal animation file. so i took that file and in ono i relocated the first ultra to go to the normal animation file. i had to figure out what animation number it was manually because i tried opening up the vanilla bac and bcm with ono, but it would crash everytime. so i just guessed the animation number by looking at the numbers of the move before and after it in the list which was right. then in character select, i selected the second ultra, and was able to perform both ultras.

The flaws in this method:
you have to select the second ultra
if cpu picks first ultra and tries to do the second ultra, game will crash
method only works for characters that were in vanilla

@C4 Steve
Most of the hitbox data has been identified (Dantarion may know all of it…?), but I don’t think anyone has a way of actually visualizing them yet. Most likely, it will/would happen through a separate ā€œviewerā€ program, since that would require much less work than wedging it into the official program.

@seijuro475
Nice work! So, the cpu will attempt to perform an ultra it doesn’t even have access to normally (i.e., it will pick ultra 1 and then try to do ultra 2 in-game)??

@Jimbo13
I would imagine that sort of thing would be possible at some point, though it’s probably not feasible right now, while things are still pretty volatile (Ono! in particular). Once everything settles down and if everyone releases their source code and/or documentation, it might make sense to combine everything into a grand, unified editor.

I, too, am curious whether the game would desync if both players had the same edited moveset… I guess it would be easy enough to test, just by having both players switch to the Super movesets before the match.

the ultras are locked to which one you select. i edited the bac file to remove that lock, so the cpu aswell no longer has that lock and will do any ultra despite which they have selected. so if the cpu picks ultra 2, it can do ultra 1 and 2, if the cpu picks ultra 1, it can do ultra 1 and crash the game if it performs ultra 2 since the animation didnt load.

Hey Seijuro, can you post a few pics, so that I can see which numbers you used? I am working on editing Evil Ryu. Honestly i still think there is going to be issues, since merging is the only 100% way to get it working more accurately.

well it wouldnt work for evil ryu, since he wasnt in vanilla. the vanilla obj.ema is required because it has the first ultra in it since there was no ultra selection in that game. Also, the numbers used for chunli, would not neccessarily be the same for other characters. but if you still want pics on how i was able to doit it for chunli, i could do that if you want? or i could just upload the edited chunli files?

sure ill take a look at the pics. I just need to see how its done, so i can try it out on other characters

http://i.imgur.com/QHl1K.jpg

http://i.imgur.com/EzGGe.jpg

http://i.imgur.com/GZvN0.jpg

Chunli li’s first ultra has 3 parts to it on the list. where i have circled, is the number i have changed. 135 was originally 0, and 136 was originally 1.

http://i.imgur.com/URkOT.jpg

for chunli, in the arcade editions rebalancing, she has those 4 new ultra sections, the same thing applied, 0 was turned into 135, 1 was turned into 136.

http://i.imgur.com/J6sZ7.jpg

http://i.imgur.com/exiBw.jpg

I guessed the number 135 by looking at the move before her ultra, and it had the number 134. and i looked at the move after, and it had the number 136. so i assumed since its between them, the numbers were aswell. however. in the 3rd part of chunl li’s ultra, there was the number 1, which means it didnt use the number 135. but 136 was already taken by the next move. so i assumed it wasnt it, after trying a bunch of numbers i couldnt find being used, i just decided to try 136 anyways and it happened to be the right one. These numbers would have been very easy to find by opening up the vanilla bac file and ono and looking at it, but it crashed everytime. dont know if it was just chun li’s, or if its all vanilla files in general.

hope i made it clear

I guess thats one way to do it…even though it doesnt work.
EDIT:
Someone want to send me all vanilla bcm/bac’s?

http://www.mediafire.com/?bh6013a16nkoiph

The bcm and bac files are inside an emz file and must be extracted with the asset explorer.

Yeah I did a similar approach with Evil Ryu, but the effect I had was kinda…well off! I got both ultras to work, but when I used the second ultra ā€œMetsu Shoryukenā€ It came out all weird, so I just left it alone. Thanks alot Seijuro for the pics, I feel better knowing that I’m not alone trying to get this to work although i’m agreeing with Dantarion when he said merging seems the 100% only way to get it to work properly.

Does anybody know where the health/stun values for characters are stored and with what tool or program I can change them ? I want to make a boss version of Seth, and boss isn’t boss when has lame 800 HP.

No. Health and stun are still a mystery, and unless they’re hard-coded for some reason, they aren’t even stored as whole numbers. Unless the people in the IRC are holding out on us, no-one even knows where to start looking.

Damn… But they must be somewhere… and has anybody actually tried to search them since vanilla ?

Couldn’t you tell what file it’s in by switching files between ssf4 and ae seth until his hp changes