Facing Direction notes break down

Tyler Black

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Hey guys i want to give you my personal notes on how i took this
vz6HRSX.gif

to this
TpjoDOD.gif

using this guide.
This will follow the same format as my "How to Hack Repeated Animations Guide".

Facing Direction Guide
Credit: HaloOverHead

So you want to learn how to change facing direction ehh?
Well hopefully by the end of this tutorial you will know how.

First of all I'd like to thank Pimp for his guide showing us how to use toki mods 3, unused moveslots, and unused grapple slots, because if it wasn't for him then the revolution never would have started.

First things first lets make a little check list of the things you need and things that you need to know how to do:

Things that you will need:

1) NEMU 64 emulator (most recent version)
2) a notepad text document
3) a toki calculator
4) a hexadecimal calculator (the Microsoft Windows calculator set to hexadecimal is what I use)

Things that you will need to know how to do:

1) Know how to use standard hacking techniques
2) Know how to find:

a)the values for toki mods 2
b)the values for toki mods 3
c)damage mod addys

3) How to use:

a)toki mods 2
b)toki mods 3
c)damage mods


In a nutshell that's all you need to know. Now I'm going to assume that you know how to find the toki mods 2 value for a move, if not consult my other guide or ask around, I'm sure that there are more enough people willing to help.

Now I'm going to show you how to use toki mods 3, unused moveslots, and unused grapple slots to change facing direction.

Lets get started shall we?

What I'm going to do is go through a hacked move step by step and, in the process, show you how to change the facing direction of a move once. Now the move that I'm doing is an modified older move (that I still haven't decided to fix up), but I'm going to use it as an example because it's probably the least complicated move that I have that changes facing direction.

The easiest way to go about thinking about how this is done is think about a move with repeating animations. If you have gotten that far then you know to hack in terms of multiple moves, the same principle applies here. You have to think about this as two parts to the same move, the first part is before the splice, and the second part is after the splice. When I say splice I mean the portion of the move where the first part/move ends and the second part/move begins. If you think of it in these terms then I think you will have an easier time with this.

The first thing you need to know how to do is link from one move to another, you can go to the "Facing Direction FAQ" here:

http://thenomercyzone.clicdev.com/f/index....showtopic=20698

In order to find out how to link to moves.

OK so from that we have our link for a front special to an unused grapple and move slot:

810ABF9C 06AD
81091CFA 10A4


Important Note:
****************

Now for this example I'm going to change it around a little and the move is going to be 1284 instead of 10A4.
The reason I'm doing this is because I don't want to have to re-hack this move and find all the toki mods 1, 2
and 3 values for unused move 10A4.

****************


Using this we will be able to link to another move and replace what's in that move with whatever we want. In our case we want to link the Fireman Carry to Pancake (I'll talk later about how to make this move specific) to an unused moveslot. So we need to know the toki mods 2 for this move (typically you might also need to know the toki mods 3 for this move, but in this case we don't need to know them).

Fireman Carry to Pancake
-------------------------------
P1
34D3 (0000 to 0044)

toki mods 2:
81326BA8 0800
81326BAA 0084

P2
34D4 (0000 to 0044)

toki mods 2:
81326BAC 9E00
81326BAE 006E

The (0000 to 0044) stands for what animations we are going to use from the Fireman Carry to Pancake. In this case We are going to going to use frames 0000 - 0044 from the Fireman Carry to Pancake and then at frame 0044 we are going to make a single splice, where this splice will be changing our facing direction.

So now we have our initial set up planned out, now it's time for the spice to occur. So we have the toki mods 2 for Fireman Carry to Pancake. Now these toki's will essential be controlling both where the facing direction splice occurs and what direction you and your opponent will be facing after the splice. So in order to have the splice start at frame 0044 we will change the toki mods 2 for the Fireman Carry to Pancake:

Fireman Carry to Pancake
-------------------------------
P1
34D3

toki mods 2:
81326BA8 0800
81326BAA 0044

P2
34D4

toki mods 2:
81326BAC 9E00
81326BAE 0044

Now that we have done this we need to change our facing direction. Starting from 0000 and working our way up to 03FF (or 0400 if you don't want to get technical) we can change the facing direction (for P1) by 90 degrees by adding 100 to 0000 or some other value. So let's say you want a 90 degree turn then you will want to add 100 to 0000 giving us 0100 as your toki mod 2 ending status value. Want it to be a 180 degree turn? We then just add 100 to 0100 and you will have 0200 as your toki mod 2 ending status value. Keep in mind that the turn is counter-clockwise.

So for this code we want to have P1 to have the same facing direction as the Fireman's Carry to Pancake at frame 0044. So in order to do this we need both P1 and P2 to start the move after the splice with a 90 degree turn. For P1 the 90 degree turn is just 0300 (because it is going to be 270 degrees counter clockwise in order to line it up), likewise it is also 0300 for P2.

So our new values for the Fireman carry to Pancake's toki mods 2 are:

Fireman Carry to Pancake
-------------------------------
P1
34D3

toki mods 2:
81326BA8 0100
81326BAA 0044

P2
34D4

toki mods 2:
81326BAC 0300
81326BAE 0044

Now that we have done this all that is left is to fill in the "empty space" with what we want after the splice. We will fill in the "empty space" in the part after the splice with what we want. So in this case I want to transition from the Fireman Carry to Pancake to the Senton Splash 03 for P1 and the Falling Powerslam for P2. So all that I need to do is use toki mods 3 in order to fill the "empty space" with the animations from those two moves. This is done by basically copying and pasting the toki mods 3 values from the Senton Splash 03 and Falling Powerslam over the toki mods 3 values for our unused move for P1 and P2. So here are the toki mods 2 and 3 for the Senton Splash 03 and the Falling Powerslam:

Senton Splash 03
--------------------
P1
40B4 (0000 to 0037)

toki mods 2:

81329B2C 0A2A
81329B2E 0037

toki mods 3:

8134DD2C 00F9
8134DD2E 05DA

impact at frame 0013

===================

Falling Powerslam
--------------------
P2
33FA (0026 to 0053)

toki mods 2:

81326844 7300
81326846 0053

toki mods 3:

8134AA44 0077
8134AA46 1932

impact at frame 0032

All the impact line says is basically when P1 or P2 hits the ground.


Important Note:
****************

If you don't know how to find the toki mods 3 addy for a move then just add 24200 to the toki mods 2 addy. In order to get the toki mods 2 addy for a move you will need a toki calculator, or you will need to read pimp's guide on how to find that value without the use of a toki calculator.

****************


So as you can see for the Senton Splash 03 we are going to be using the entire move, so we can literally just copy and paste it's toki mods 3 over to the unused move for P1. Now the Falling Powerslam is a little bit more tricky. The way we get to frame 0026 is by dividing 0026 by 2, multiply that by 62, and then add that to the original toki mods 3 value. So in order to get the Falling Powerslam to start at frame 0026 we must change the original toki mods 3 value:

Falling Powerslam
---------------------

P2
33FA (0026 to 0053)

toki mods 3:

8134AA44 0077
8134AA46 1932

To this:

26 / 2 = 13
13 * 62 = 746
(0077) 1932 + 746 = (0077) 2078

So our toki mods 3 value is now:

8134AA44 0077
8134AA46 2078

The reason why I have 0077 in parentheses is because sometimes you will have a move that after you add whatever number to the original toki mod 3 value you will get a value that has a carry in it, here is an example:

Let's say you have a toki mods 3 value of this:

8134AA44 0077
8134AA46 FFFF

Now you want to add 746 to FFFF, but if you add 746 to FFFF you will get a value that is 5-bits instead of 4-bits (there will be 5 numbers instead of 4 numbers), where the 5th number will more than likely be a 1 (if you some how get a 2 then I think you might have messed up some where, that or you are dealing with a move with a lot of frames). So in order to avoid getting:

FFFF + 746 = 10745

You will want to add like this:

(0077) FFFF + 746 = (0078) 0745

Because remember it is a 8-bit number, and not just a 4-bit number that you are adding to, so try and keep that in mind when changing the frame that your starting the move at.

OK so now that we have that done all that's left to do is to copy and paste the toki mods 2 and 3 from the Senton Splash 03 and Falling Powerslam over the toki mods 2 and 3 for both P1 and P2's unused moves. So for P1 here are the addys for P1's unused move:

Move:
1284 – 422A, 422B
-----------------------
P1
422A

toki mods 1:

802C7BF4

toki mods 2:

8132A104
8132A106

toki mods 3:

8134E304
8134E306

And here are the addys and values for the Senton Splash 03:

Senton Splash 03
--------------------
P1
40B4

toki mods 2:

81329B2C 0A2A
81329B2E 0037

toki mods 3:

8134DD2C 00F9
8134DD2E 05DA

So all we have to do is take the toki mods 2 and 3 values for the Senton Splash 03 and pair them with the P1's unused move's toki mods 2 and 3 addys:

P1
422A

toki mods 2:

8132A104 0A2A <---- Senton Splash 03 toki mods 2 value
8132A106 0037 <---- Senton Splash 03 toki mods 2 value

toki mods 3:

8134E304 00F9 <---- Senton Splash 03 toki mods 3 value
8134E306 05DA <---- Senton Splash 03 toki mods 3 value

And that is it for P1, now for P2 here are the addys for P2's unused move:

Move:
1284 – 422A, 422B
-----------------------
P2
422B

toki mods 1:

802C7C18

toki mods 2:

8132A108
8132A10A

toki mods 3:

8134E308
8134E30A

And here are the addys and values for the Falling Powerslam:

Falling Powerslam
---------------------
P2
33FA (0026 to 0053)

toki mods 2:

81326844 7300
81326846 0053

toki mods 3:

8134AA44 0077
8134AA46 2078

So all we have to do is take the toki mods 2 and 3 values for the Falling Powerslam and pair them with the P2's unused move's toki mods 2 and 3 addys (keeping in mind that the new toki mods 2 value for amount of frames will be 0053 - 0026 = 002D):

P2
422B

toki mods 2:

8132A108 7300 <---- Falling Powerslam toki mods 2 value
8132A10A 002D <---- Falling Powerslam toki mods 2 value

toki mods 3:

8134E308 0077 <---- Falling Powerslam toki mods 3 value
8134E30A 2078 <---- Falling Powerslam toki mods 3 value

And that's it! Now we just need to compile our code which will look something like this:

810ABF9C 06AD
81091CFA 1284
81326BA8 0100
81326BAA 0044
81326BAC 0300
81326BAE 0044
8132A104 0A2A
8132A106 0037
8132A108 7300
8132A10A 002D
8134E304 00F9
8134E306 05DA
8134E308 0077
8134E30A 2078

Now the problem with this is that it's going to link to every front special move, and not just the Fireman Carry Slam. So if you want to know how to change this here is my (slightly modified) explanation for a different topic:


QUOTE
OK here is what you'll need:

Grapple Mods:
http://users.boardnation.com/~jamstubbs/in...did=213;start=0

Master Move Mods:
http://users.boardnation.com/~jamstubbs/in...did=305;start=0

So here is what you need to do. Let's say you want to make a front special's damage mods only specific to a certain move. Well first find the grapple mod for a front special:

8109102C ????

Now the question marks are going to become the move value for the move you want to replace in the Master Move Mods list. So let's say you want to replace the question marks with the Fireman Carry to Pancake, so let's find the Fireman Carry to Pancake in the MMM list:

81044636 / 0276 / Fireman Carry 2 Pancake

Now take the value of the Fireman Carry to Pancake and pair it with the grapple mod addy:

8109102C 0276

Now you'll need to change the addy so that it tells the game what damage mod you want to make move specific in the front turnbuckle special slot.

D109102C 0276

Now all that's left if pairing the damage mod with this code:

D109102C 0276
810AB67C 06AD

And pairing the grapple slot with this code:

D109102C 0276
81091CFA 1284

And here is our combined code:

D109102C 0276
810AB67C 06AD
D109102C 0276
81091CFA 1284



Now that should make the Rolling Fireman's Carry Fireman Carry to Pancake specific. So our final code is this:

Rolling Fireman's Carry
Credit: HaloOverHead

Rolling Fireman's Carry

D109102C 0276
810ABF9C 06AD
D109102C 0276
81091CFA 1284
81326BA8 0300
81326BAA 0044
81326BAC 0300
81326BAE 0044
8132A104 0A2A
8132A106 0037
8132A108 7300
8132A10A 002D
8134E304 00F9
8134E306 05DA
8134E308 0077
8134E30A 2078

Replaces Fireman's Carry to Pancake (Special)

I didn't bother adding distance mods to this hack just yet, perhaps later I will, but for now this is just a tool for learning, not to be seen as a released hack. This point on distance mods brings us to another...


Important Note:
****************

If you are going to add distance mods to this then you need to know what move you are going to hack. Well in this example if you are going to hack the first part/move (Fireman Carry to Pancake) you are going to use 34D3 as the move value for P1 and 34D4 for the move value for P2, so the distance mods will look something like this:

D106B454 34D3
D106B456 0000
8106B4A0 **** <----- Some value for distance
D106B454 34D3
D106B456 0042
8106B4A0 3F80

D106B514 34D4
D106B516 0000
8106B560 **** <----- Some value for distance
D106B514 34D4
D106B516 0042
8106B560 3F80

Likewise If you are going to add distance mods to second part/move (Senton Splash 3 for P1 and Falling Powerslam for P2)
you are going to use 422A as the move value for P1 and 422B for the move value for P2, so the distance mods will look something
like this:

D106B454 422A
D106B456 0000
8106B4A0 **** <----- Some value for distance
D106B454 422A
D106B456 0035
8106B4A0 3F80

D106B514 422B
D106B516 0000
8106B560 **** <----- Some value for distance
D106B514 422B
D106B516 002B
8106B560 3F80

So in short you are going to do distance mods the normal way on the first part of the move, but on the second part of the move you are going to hack the unused move value for P1 and/or P2.

****************


That's it you should all now be set as far as changing facing direction goes.

For additional help and facts check out the "Facing Direction FAQ":

http://thenomercyzone.clicdev.com/f/index....showtopic=20698

In addition to showing you how to link the two moves together, it also teaches you how to hack the unused move.

As always if there are anythings that are unclear, need further explanation, or don't make sense either because of my semi-decent grammar or any of my confusing jargon feel free to ask away. Also alert me of any typos because I kinda rushed the stuff that I had to finish. I'm here to answer your questions, but not necessarily in a timely fashion lol.

Much like the repeating animation guide, I think it would be easier for you to start out by following my example with your memory editor, toki calculator, notepad, and PJ64 (or whatever emulator you use) emulator and make sure that you get the same values as me. If you don't then there is a problem and you need to go back and check your work. Once you have gone through the example and have compiled the same code as me, then go on out and do a simple one splice move that's not too complicated (hold off on the distance mods and additional hacking as it may just make things more complicated), so just stick with the damage mods, toki mods 2, and toki mods 3. Then as you get a grasp for it then you can add in traditional hacking, distance mods, toki mods 1, and additional damage mods. You don't have to do things this way, but I think it will be easier to understand this way.

And sorry that it took me so long to do this, but with a lot of things going on my time table has been constantly changing and I just so happen to get some time today where I felt like knocking this off "the list". I also wanted to do some sort of ground breaking move to go with this tutorial, kind of how the other one had the vice hack on it, I wanted to do the same thing with this one, but people need it so I just crunched this together for the purpose of learning.

heres my notes
810ABF9C 0705
81091DAA 253A

810ABF9C 0705(grapple mod value)
81091DAA(grapple mod addy) 253A(unused move)

253A(4246[P1]-4247[P2])
------------------------
Jackknife Powerbomb (0000-0058[frame splicing occurs at])
P1 - 37AF
TOKIS 2
81327718 0300 (facing direction, every +100 is a 90 degree turn)
8132771A 0058

------------------------
Jumping Knee Attack 02 (0008)
P1 - 3B92
TOKIS 2
813286A4 0700
813286A6 002D

TOKIS 3
8134C8A4 00C7
8134C8A6 79E2

GETTING TO FRAME 4(frame 4 is when i want the jumping knee to start)
4/2 = 2
2*62 = C4
79E2 + C4 = 7AA6

TOKIS 3 FROM FRAME 4
8134C8A4 00C7
8134C8A6 7AA6
---------------------------
Censor Kick(0058)
P2 - 37BC
TOKIS 2
8132774C 9C00
8132774E 008A

TOKIS 3
8134B94C 00A2
8134B94E 1728

GETTING TO FRAME 58(same idea as the jumping knee)
58/2 = 2C
2C*62 = 10D8
1728 + 10D8 = 2800

TOKIS 3 FROM FRAME 58
8134B94C 00A2
8134B94E 2800
----------------------------
253A(4246[P1]-4247[P2])
P1 - 4246
(tokis 2&3 of jumping knee/censor kick values over unused move addys.)
TOKIS 2
8132A174 0700
8132A176 002D

TOKIS 3
8134E374 00C7
8134E376 7AA6

P2 - 4247
TOKIS 2
8132A178 9C00
8132A17A 008A

TOKIS 3
8134E378 00A2
8134E37A 2800

------------------------------
Finished Code
D109102C 0622 <------- grapple mod linking it to jackknife as special
810ABF9C 0705
D109102C 0622
81091DAA 253A
81327718 0300
8132771A 0058
8132A174 0700
8132A176 0026
8134E374 00C7
8134E376 7B6A
8132A178 9C00
8132A17A 0034
8134E378 00A2
8134E37A 2800
[/SPOILER]
 
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