How about you aim for a mod asset manager first? You would be suprized how hard THAT is, hahaha
- 6HP should be that move
- Yes, just add hitbox events to the taunt
- Either add/increase speedd command multipliers, or use Physics commands(which arent fully coded in yet)
EDIT:
Strangely enough, one of the hitbox commands in Oniâs file has NO hitbox data. As a result, program was crashing on save. FIXED
New Version! http://www.sendspace.com/file/zwwlt3
Fixed InputWindow
Fixed saving crash in Oniâs file
Updated the link on the wiki, as well.
Thank you so much man! I knew something was up with the file. Didnât have issues with the others, but was wondering why it crashed at times with Oni. Hey is it possible to make a taunt give you a little boost of âRevenge Meter Gainâ? I want a little bit more use out of certain taunts, but I cant seem to get it to give energy back. I know how to get it to give super meter energy but revenge is not working for me any Ideas? So far I have âUltra Requirementâ -50 but still no luck.
Is it possible or is it hard coded directly into the .Exe file itself?
EDIT:
With the New âOnoâsâ program editing the hit table of Oni still makes the program crash. I get an error saying âIndex was out of range. Must be non-negative and less than the size of the collection. Parameter name index.â [COLOR=#000000]Or maybe its just me. Anyone else still getting errors?
[/COLOR]
I was wondering how I would go about removing parts of outfits? Like for example, akumas alt costume 1 Iâd like to remove the huge rope so that I can actually see the kanji on his back when he does his ultra/super.
@Monokeros
many objects can easily be toggled off (i.e., made invisible) using piecemonteeâs Asset Explorer
After exploring some of the new features In "Onoâs I was wondering, is it possible to create totally new moves using the existing animations? I noticed some cool winposes, and taunts that would make bad ass counter supers to some of the characters.
So i have a working AE TX2 arcade version. ive looked to rip the Oni start screen but cant find it. anyone help me find the files to rip out. Was able to get the correct AE intro video. not much is missing and the sound for the start to say ARCADE EDITION.
here is the Arcade version of the title screen emz
http://www.mediafire.com/?ilkwcii066tg4mb

Itâs a known issue with SF4Explorer, there are some files it canât extract correctly (here half the dds are messed), you have to use a quickbms script for those:
#Street Fighter 4 Extractor.
idstring "#EMZ"
get unkown long
get SIZE long
get NAME filename
set EXT string .emb
string NAME -= .emz
string NAME += EXT
get ZSIZE asize
math ZSIZE -= 0x10
goto 0x10
savepos OFFSET
comtype inflate
clog NAME OFFSET ZSIZE SIZE
Hereâs the correctly unpacked file: http://www.mediafire.com/?52405te4272rn0c
Youâll be disappointed by the title âscreensâ, theyâre images on 512x512 dds:
http://seemypic.net/images/normal/7618/ae1.jpg
http://seemypic.net/images/normal/7617/ae2.jpg
(Ryuâs effect takes another dds + 256x256 dds for oni & ryu shadows)
Gee i wonder if anyone has found a way to get DLC costumes wink
The âAnti-looking at files on your PCâ crowd is annoying enough without you antagonizing them. I hope they ban you, not because I disapprove of what your trying to do, because I donât want to hear one of these corporatist trolls give another lecture.
Yes there is, itâs called buying them.
Ono still crashes when opening vanilla files. well atleast with chun li, its the only vanilla file i tried.
man the PC costume pack is a STEAL vs Xbox or ps3. Just buy it
@sloth86
Recycler just proposed an interesting possibility to me in a PM: If you used your tools to create a single mesh of an entire costume, like youâve done with the Final Fantasy mods, then swap that in to replace a single EMG in a costume and repeated that for, say, 10 single-mesh costumes, each with their own DDS textures, could you then use col-based transparency to blank out the other 9 costumes and have the appearance of an entirely different model for each color?
@ Dantarion
Hello Dantâ
I use your very useful onoeditssf4ae (the latest version now), and i would help you, bringing some few things i know:
-
for the hitbox data window:
unknown3 = hit sound (0A 0F weak one, 0B 10, medium, 0C 11 heavy) 3 for punches and 3 for kicks.
unknown5 = victim pain sound (3 lesser pain, 4 medium pain, 5 heavy pain, 9 huge pain)
unknown6 = hit score (arcade mode)
unknown7 = superbar gain for hit owner (EX always 0 of course)
unknown8 = superbar gain for victim hit
unknown10 = victim animtime
forceunknown4 = gravity applied to victim (-0.009 = victim fall faster than -0.007) -
for the script window (i know less here):
unk08 = i noticed that itâs here where to give immune or not. 04 and 0A means immune to throw, 0E means no hurtbox at all
do you know where original hurtbox can be modified (hurtbox of each part of the body)?
Keep up the good work
Thanks for the tips Sindor, this really helps me understand the unknown values. Do you know of any values that can modify the Revenge meter?
no sorry, i only know it start at value 0 and the maximum value is 400 (decimal)
Another tip:
HP and stun amount are in the SSFIV.exe, you need an hexa editor if you wanna change them.
iâll give you some offsets (1rst with original DLC, 2nd with cracked):
53A910 (53A710 with cracked .exe) Seth(BOS in arcade only) HP & stun: B004 & E803 (1200/1000)
53A980/53A780 RYU E803 E803 (1000/1000)
53A990/53A790 KEN E803 E803 (1000/1000)
53A9B0/53A7B0 CNL 8403 1A04 (900/1050)
and so on until ONI:
53AD40/53AB40 ONI B603 B603 (950/950)
Of course you canât play online changing the .exe
I noticed the new version of dantarion ssf4ae edit donât show anymore value like unknown3, unknown5 in hitbox window, the precedent version do.