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Deleted User
Crowd Member
Steps to learning Tokidoim's Animation Statistics Modifiers #1
1. Realize what your animation value is. (in the Example it will be 3E8C) [To find this it is the 8006B454 addy]
2. Take the last 2 values of the animation (8C) and multiply it by 24. (8C * 24 =) in this the answer is 13B0.
3. Look at the list of starting addys below. Take the first 2 digits of value (3E) and put on 2 zero's. (3E00). Find that value in the list.
Addy--------Animation
8029 A60C - 2E00
8029 CA0C - 2F00
8029 EE0C - 3000
802A 120C - 3100
802A 360C - 3200
802A 5A0C - 3300
802A 7E0C - 3400
802A A20C - 3500
802A C60C - 3600
802A EA0C - 3700
802B 0E0C - 3800
802B 320C - 3900
802B 560C - 3A00
802B 7A0C - 3B00
802B 9E0C - 3C00
802B C20C - 3D00
802B E60C - 3E00 **
802C 0A0C - 3F00
802C 2E0C - 4000
802C 520C - 4100
802C 760C - 4200
802C 9A0C - 4300
802C BE0C - 4400
Take that addy in front of 3E00 (802BE60C) and add 13B0. The value you got before in 8C * 24. Which is 802B F9BC.
Here is a few things to add on and tells what it will do.
Add to starting addy this value for this mod
+00 - End of Animation Status : In/Out of Ring, on Apron, in Ring, etc.&Camera Effect
+01 - Type of Animation : Single or Repeating
+03 - Beginning frame for damage ( striking moves )
+04 - Ending frame for damage ( striking moves )
- these two determine the lentgh of time that a striking animation can cause damage by collision with the opponent. Set the beginning frame to 00 to get early hits in. ( Striking moves include Standing, Running, Ground, and Apron striking moves, Tope rope moves ( opponent standing ) , Apron-inside slingshot and striking moves, and Inside-Ringside striking moves. They also affect grabbing animations )
+05 - Mist/Fire effect ( grapple moves only )
+06 - Frame at which Mist/Fire effect occurs
+07 - Beginning frame for Reversal Only
+08 - Frame at which tables break
+09 - Frame at which reversals occur - for Front Grapple
+0A - Breakaway frame ( for grapple moves ) - determines what frame the player will "breakaway" from an opponent he is in a grappling move with ( only for the purpose of allowing grappling players' polygons to overlap, since when they are "breakawayed" the game will try to space them apart from each other )
+0B - Frame at which motion effect occurs
+0C - Motion effect ( for motion moves only - motion moves include all top rope striking moves, running apron-outside striking moves and apron-inside slingshot moves )
+0D - Frame at which 2nd camera effect occurs
+0E - 2nd Camera effect
+0F - Frame at which replay occurs
+11 - Frame at which ground hold interrupt can occur
+14 - Frame that Sound/Hand/Rope Effect 1 occurs
+15 - Sound/Hand/Rope Effect 1
+16 - Frame that Effect 2 occurs
+17 - Effect 2
+18 - Frame that Effect 3 occurs
+19 - Effect 3
+1A - Frame that Effect 4 occurs
+1B - Effect 4
+1C - Frame that Effect 5 occurs
+1D - Effect 5
+1E - Frame that Effect 6 occurs
+1F - Effect 6
+20 - Frame that Effect 7 occurs
+21 - Effect 7
+22 - Frame that Effect 8 occurs
+23 - Effect 8
Say your move needed sound.
Look through that menu till you see the sound digits.
+15 - Sound/Hand/Rope Effect 1
So you would do 802B F9BC ( the addy you got) +15. (802B F9BC + 15 = Sound/Hand/Rope Effect 1)
for the value's it is simple. XX**
XX = What frame you want the sound to occur
** = What sound you want to occur
1D10
If reaches frame 1D
Sound 10 occurs.
There ya go.
1. Realize what your animation value is. (in the Example it will be 3E8C) [To find this it is the 8006B454 addy]
2. Take the last 2 values of the animation (8C) and multiply it by 24. (8C * 24 =) in this the answer is 13B0.
3. Look at the list of starting addys below. Take the first 2 digits of value (3E) and put on 2 zero's. (3E00). Find that value in the list.
Addy--------Animation
8029 A60C - 2E00
8029 CA0C - 2F00
8029 EE0C - 3000
802A 120C - 3100
802A 360C - 3200
802A 5A0C - 3300
802A 7E0C - 3400
802A A20C - 3500
802A C60C - 3600
802A EA0C - 3700
802B 0E0C - 3800
802B 320C - 3900
802B 560C - 3A00
802B 7A0C - 3B00
802B 9E0C - 3C00
802B C20C - 3D00
802B E60C - 3E00 **
802C 0A0C - 3F00
802C 2E0C - 4000
802C 520C - 4100
802C 760C - 4200
802C 9A0C - 4300
802C BE0C - 4400
Take that addy in front of 3E00 (802BE60C) and add 13B0. The value you got before in 8C * 24. Which is 802B F9BC.
Here is a few things to add on and tells what it will do.
Add to starting addy this value for this mod
+00 - End of Animation Status : In/Out of Ring, on Apron, in Ring, etc.&Camera Effect
+01 - Type of Animation : Single or Repeating
+03 - Beginning frame for damage ( striking moves )
+04 - Ending frame for damage ( striking moves )
- these two determine the lentgh of time that a striking animation can cause damage by collision with the opponent. Set the beginning frame to 00 to get early hits in. ( Striking moves include Standing, Running, Ground, and Apron striking moves, Tope rope moves ( opponent standing ) , Apron-inside slingshot and striking moves, and Inside-Ringside striking moves. They also affect grabbing animations )
+05 - Mist/Fire effect ( grapple moves only )
+06 - Frame at which Mist/Fire effect occurs
+07 - Beginning frame for Reversal Only
+08 - Frame at which tables break
+09 - Frame at which reversals occur - for Front Grapple
+0A - Breakaway frame ( for grapple moves ) - determines what frame the player will "breakaway" from an opponent he is in a grappling move with ( only for the purpose of allowing grappling players' polygons to overlap, since when they are "breakawayed" the game will try to space them apart from each other )
+0B - Frame at which motion effect occurs
+0C - Motion effect ( for motion moves only - motion moves include all top rope striking moves, running apron-outside striking moves and apron-inside slingshot moves )
+0D - Frame at which 2nd camera effect occurs
+0E - 2nd Camera effect
+0F - Frame at which replay occurs
+11 - Frame at which ground hold interrupt can occur
+14 - Frame that Sound/Hand/Rope Effect 1 occurs
+15 - Sound/Hand/Rope Effect 1
+16 - Frame that Effect 2 occurs
+17 - Effect 2
+18 - Frame that Effect 3 occurs
+19 - Effect 3
+1A - Frame that Effect 4 occurs
+1B - Effect 4
+1C - Frame that Effect 5 occurs
+1D - Effect 5
+1E - Frame that Effect 6 occurs
+1F - Effect 6
+20 - Frame that Effect 7 occurs
+21 - Effect 7
+22 - Frame that Effect 8 occurs
+23 - Effect 8
Say your move needed sound.
Look through that menu till you see the sound digits.
+15 - Sound/Hand/Rope Effect 1
So you would do 802B F9BC ( the addy you got) +15. (802B F9BC + 15 = Sound/Hand/Rope Effect 1)
for the value's it is simple. XX**
XX = What frame you want the sound to occur
** = What sound you want to occur
1D10
If reaches frame 1D
Sound 10 occurs.
There ya go.