D
Deleted User
Crowd Member
Wldfb, barksio and killacam pointed me in the right direction, and I mixed some of the player map values I found last month:
As you can see, both wrestlers are performing the same move but each is selling differently.
This is not done with a move hack, it's done by swapping animations at the appropriate time, and then resetting their tokis at the proper time.
D115B2A8 0009 - When Player 2 is HBK
D115AF56 3377 - And Player 1 performs the over hand Punch
D115AF58 0010 - And the frame is at 0010
8115B2AE 3158 - Player two performs the strong clothesline sell (flipping sell)
D115B2A8 0009 - When player 2 is HBK
D115AF56 2E81 - And Player 1 performs a strong grapple
8132663C 9947 - Ending animation is set (Part 1 of toki 2s)
D115B2A8 0009
D115AF56 3377 - When Player 1 performs the Overhand Punch
81325DBE 002F - The Animation for player 2 has 002F Frames *
* I came up with this because I spliced in at 0010 frames, and added the entire number of frames from the flipping animation, which is 001f
Now, in order to reset the tokis, I matched them with the animation I needed to correct. They reset instantly and no problems were had.
D115AF56 3377 - When Player 1 Performs the Overhand Punch
D215B2A8 0009 - And Player 2 is NOT Shawn Michaels
8132663C 5038 - The Original Tokis are Reset (Ending Animations)
D115AF56 3377 - When Player 1 Performs the Overhand Punch
D215B2A8 0009 - And Player 2 is NOT Shawn michaels
8132663E 0030 - The Original Tokis are Reset (frames of Animation)
HOWEVER, in order to change the tokis the first time (when we changed the sell to be the flipping) with these new (to me) animation mods, you will have to change them with the move before or using broad action/location/timer mods. Otherwise they will not work the first time, you will run into this:
The new tokis are not activating until after the move is performed.
This is why in order to activate the new tokis in the first part of the code, I used the grapple animation, NOT the move I wanted to alter. The tokis were set in the action BEFORE the move, and then the tokis were ready as soon as the move was activated. For resetting, this part isn't needed, though you may have to get creative with the type of move you are using.
For flying attacks I used the micro-second timer in order to change their tokis:
I had two different flying attacks to standing opponents sharing the same slot, and they have different directions they face before jumping at their opponent. So I swapped the animations entirely, and changed their tokis and direction facing from the top accordingly.
This is because the timer had enough time to cycle itself before the frame limit hit between each climbing animation.
This changes and resets the tokis for the apron climbing animation:
D115AF50 0009 - Player 1 is HBK
D03275F8 0001 - Special System is activated
D115AF56 2F36 - When Player performs the animation to climb the turnbuckle
8115AF56 2F35 - Player will perform the animation to jump to the top of the turnbuckle
D115AF50 0009
D03275F8 0001
D015AB22 0000 - When the micro-second timer is at 0000
81325536 0023 - The tokis for the frame limit for jumping the turnbuckle are set
D115AF50 0009
D03275F8 0001
D115AF56 2F35 - When Player Performs the animation to jump onto the top rope from the inside
8015AF81 0001 - The player will be set up to have his back to the ring
D115AF50 0009
D03275F8 0000 - When not in special mode
D015AB22 0000 - and the micro counter hits 0000
81325536 0050 - The frame limit fro the climbing Animation is set back to default
-------
Parts used:
offset: 358 for Jumping direction addys
8015AF81 - direction facing when performing a flying attack
0000 - Front
0001 - Back
Current move being performed (player 1-4):
8015AF56
8015B2AE
8015B606
8015B95E
Animation Frame Checker (player 1-4):
8015AF58
8015B2b0
8015B608
8015B960
As you can see, both wrestlers are performing the same move but each is selling differently.

This is not done with a move hack, it's done by swapping animations at the appropriate time, and then resetting their tokis at the proper time.
D115B2A8 0009 - When Player 2 is HBK
D115AF56 3377 - And Player 1 performs the over hand Punch
D115AF58 0010 - And the frame is at 0010
8115B2AE 3158 - Player two performs the strong clothesline sell (flipping sell)
D115B2A8 0009 - When player 2 is HBK
D115AF56 2E81 - And Player 1 performs a strong grapple
8132663C 9947 - Ending animation is set (Part 1 of toki 2s)
D115B2A8 0009
D115AF56 3377 - When Player 1 performs the Overhand Punch
81325DBE 002F - The Animation for player 2 has 002F Frames *
* I came up with this because I spliced in at 0010 frames, and added the entire number of frames from the flipping animation, which is 001f
Now, in order to reset the tokis, I matched them with the animation I needed to correct. They reset instantly and no problems were had.
D115AF56 3377 - When Player 1 Performs the Overhand Punch
D215B2A8 0009 - And Player 2 is NOT Shawn Michaels
8132663C 5038 - The Original Tokis are Reset (Ending Animations)
D115AF56 3377 - When Player 1 Performs the Overhand Punch
D215B2A8 0009 - And Player 2 is NOT Shawn michaels
8132663E 0030 - The Original Tokis are Reset (frames of Animation)
HOWEVER, in order to change the tokis the first time (when we changed the sell to be the flipping) with these new (to me) animation mods, you will have to change them with the move before or using broad action/location/timer mods. Otherwise they will not work the first time, you will run into this:

The new tokis are not activating until after the move is performed.
This is why in order to activate the new tokis in the first part of the code, I used the grapple animation, NOT the move I wanted to alter. The tokis were set in the action BEFORE the move, and then the tokis were ready as soon as the move was activated. For resetting, this part isn't needed, though you may have to get creative with the type of move you are using.
For flying attacks I used the micro-second timer in order to change their tokis:
I had two different flying attacks to standing opponents sharing the same slot, and they have different directions they face before jumping at their opponent. So I swapped the animations entirely, and changed their tokis and direction facing from the top accordingly.

This is because the timer had enough time to cycle itself before the frame limit hit between each climbing animation.
This changes and resets the tokis for the apron climbing animation:
D115AF50 0009 - Player 1 is HBK
D03275F8 0001 - Special System is activated
D115AF56 2F36 - When Player performs the animation to climb the turnbuckle
8115AF56 2F35 - Player will perform the animation to jump to the top of the turnbuckle
D115AF50 0009
D03275F8 0001
D015AB22 0000 - When the micro-second timer is at 0000
81325536 0023 - The tokis for the frame limit for jumping the turnbuckle are set
D115AF50 0009
D03275F8 0001
D115AF56 2F35 - When Player Performs the animation to jump onto the top rope from the inside
8015AF81 0001 - The player will be set up to have his back to the ring
D115AF50 0009
D03275F8 0000 - When not in special mode
D015AB22 0000 - and the micro counter hits 0000
81325536 0050 - The frame limit fro the climbing Animation is set back to default
-------
Parts used:
offset: 358 for Jumping direction addys
8015AF81 - direction facing when performing a flying attack
0000 - Front
0001 - Back
Current move being performed (player 1-4):
8015AF56
8015B2AE
8015B606
8015B95E
Animation Frame Checker (player 1-4):
8015AF58
8015B2b0
8015B608
8015B960