AKI Animation Calculator

S.K. Stylez

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Right, here is V2. It's called AKI Animation Calculator. You can use it to import moves into other AKI Wrestling Games and you can use it as a Toki Tool. It basically calculates everything for you. All you have to do is to select the game and enter the animation value and KAPOOYA! You have all your Toki 1, 2 and 3 Addresses, Values, ROM addresses and length of animation (So you know how many bytes of data you need to select when importing an animation). It will even compile the code for you (only for Toki 2 and Toki 3), so all you have to do is copy and paste it into your emulator. I've tried to make as easy as possible for everyone. For the Toki 1 addresses in the green box, you'll need to add the values yourself as the values aren't the same across all games.

All addresses and values relate to the unmodified/unhacked ROMs, and hopefully they're all correct. The only thing that I'm a bit iffy on are the VPW64 Toki 1 addresses. They seem to be shorter than the other games.

Let me know of any bugs or errors and I'll fix them for the next update.

AKIAnimationCalculatorInterface.jpg~original


Download

I've tested it and it works with both MS Excel and Open Office.
 
D

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I have something to look forward to when I get off work today, awesome!

edit: Would an openoffice conversion be possible?
 

S.K. Stylez

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I would, but there's an issue with the dropdown box. It seems to disappear and is stuck on 1 option.
 

S.K. Stylez

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I've updated it. The codes will automatically generate in the green box.

Ps. The example shown in the picture is importing the 3D from No Mercy into VPW2 with the codes shown to replace the Double Team Tossing 3/4 Neck Breaker.
 

Maximo

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This even works well doing move hacks with moves in the same game.
You sir have opened doors.
 

S.K. Stylez

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I'm going to look into Toki 1s. They should be able to be converted as well.
I'm going to try something crazy with this to make it better. Hopefully it works. ;)
KAPOOYA!

First post updated.

That's as simple as it will get for everyone :)
 

AKIFan1998

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Sorry to bump this, but I'm just now trying to learn how to use the Animation calculator. No doubt this is an amazing tool, but I'm just an idiot who doesn't know what he's doing (most of the time).

I'm trying to import the Big Clothesline animation from VPW2 over to No Mercy (I know it's kinda pointless doing this, but I just like the animation better). I'm a bit confused on the initially blank Animation field. It's the move's value, not address, right? I feel a bit slow...
 

AKIFan1998

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Sorry to bump this, but I'm just now trying to learn how to use the Animation calculator. No doubt this is an amazing tool, but I'm just an idiot who doesn't know what he's doing (most of the time).

I'm trying to import the Big Clothesline animation from VPW2 over to No Mercy (I know it's kinda pointless doing this, but I just like the animation better). I'm a bit confused on the initially blank Animation field. It's the move's value, not address, right? I feel a bit slow...
 

KWG

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AKIFan1998 said:
Sorry to bump this, but I'm just now trying to learn how to use the Animation calculator. No doubt this is an amazing tool, but I'm just an idiot who doesn't know what he's doing (most of the time).

I'm trying to import the Big Clothesline animation from VPW2 over to No Mercy (I know it's kinda pointless doing this, but I just like the animation better). I'm a bit confused on the initially blank Animation field. It's the move's value, not address, right? I feel a bit slow...
The addresses are essentially a "location" that can tell you a specific information. You see in the blue box to the right of the animation thing? Those addresses tell you the animation value of the player in question (Player 1 - Player 4). The move previews you see in SD! Mall are usually Player 1 performing the move and Player 2 selling, with the exception of Double Team moves, which I believe are Player 1 and 2 attacking Player 3. You need to copy one of those addresses (most likely P1), and look at the move/animation you want in Smackdown Mall/Edit Mode. Whatever 4 digit value you get at that location/address, is what you wanna input into the tool.
 

AKIFan1998

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Ohhhhh, so the 4 digits should be the first 2 set of numbers next to the address, right? Because whenever I refresh the list of addresses and values in the Memory viewer (while viewing the move), a couple of numbers light up red under P1 and P2's addresses (to indicate which frame the animation stops on, I assume?). If this isn't the case, then I'm hella confused.


I'm looking at the Big Clothesline move in No Mercy, and in the Memory Viewer beside P1's address for the animation location, the first 4 numbers I see are 3 8 | 9 2. This would be the Animation Value, right? I think it might be.
 

AKIFan1998

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Okay....I think I messed up  :finna:

I thought I did everything correctly...but I apparently, I didn't. Let's just say the end result was that both the attacker and defender ended glitching out like crazy XD
 

KWG

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Hm, I might try to do a detailed tutorial on this later on.
 

AKIFan1998

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Awesome man! Although, part of the reason why I messed up was because I didn't know what to do on Step 10 in the readme that came with the Calculator. I guess I didn't understand it enough.
 
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