Quote:
"since i am banned, will someone please copy/paste this entire thing over at nmz and impact zone. and make sure they know it's a gift from me
~The Pimpalicious One "
PART 1:
what follows is the original practical posted years ago by tokidoim regarding toki 3 addys and how to use them. the post after this will be MY guide to using them. my guide is much simpler (anyone that can making moves currently, will be able to understand and use it immediately), but it is lacking a lot of the more in-depth thoughts that go into it. it won't affect the quality of your code, but you will be missing out on a LOT of cool inside info on how the game engine works. i recommend at least skimming through the practical from tokidoim to see what's going on, then reading my guide to actually learn how to use this technique.
and as a little side note:
i appologize to any and everyone that i have pissed off. i truly hope no one took me too seriously, but regardless, i appologize. this is the last anyone will have to deal with me in the no mercy community. i will be on aim every now and then to help answer move hacking questions, but please don't irritate me. enjoy
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If you just want the code, go to the bottom of this reply
Repost:
I’m going to post a listing of all unused moves and unused grapple slots that I have so far…don’t worry, there’s plenty more. I’d like to try to NOT re-use these values and addys for more than one move for as long as possible, since the quantities will eventually be limited. Hopefully this will be too time-consuming and/or complicated for enough codes to exhaust the supply.
Unused Move Values:
These values represent moves that exist in the game, but are not used. When I say “moves†I mean that the CPU recognizes the value and has animations setup for the move, but the move isn’t used AND the animations are not used by other moves. There is a complete sequential listing of all used moves and some unused moves in my Personal Archive under the Master Move Modifiers reply. To find new unused moves, follow the sequential listing and look for gaps. The offset for the values is 000A, and gaps will only be found in-between move types, so whenever you see the values jump by more than 000A between two types of moves, odds are that there’s an unused move value there. To test the value, start a match and go to 81090FC2 and change the 16-bit ( 4-digit ) value you see there. This addy is where the game reads in the move value for P1’s weak grapple A-button move. While you do you your weak grapple A-button move to P2, go to 8106B454 to check the animation value for the player and 8106B514 for the opponent. The 2 values will be sequential ( 3EA9 & 3EAA for example ) . Watch the animations for both players and see if they look like animations that are used in the game. Remember that the animations must be unused as well as the move value. Most unused animations look just like other animations in the game, and we don’t want to go altering animations that are used elsewhere. Have P1 ( and P2 if necessary ) perform any animations that you think might be the same and check 8106B454 ( and 8106B514 if necessary ) to make sure that the animations aren’t identical. If they’re not, you’ve got a good move value, and good ani values.
Tip: If the both players are performing what looks like the same animation, it’s a sure thing that the animations aren’t being used.
Tip: If you come across a sequential series of unused move values, the unused move values might use some of the same animations as the surrounding unused move values. These move values were apparently set up for single-player moves ( like striking moves ) . When you do any move, the CPU reads in only the animation for the player performing the move. When you do a 2-player ( or 3-player double team ) , the game STILL only reads in the animation of the player performing the move, and forces the next sequential animation ( s ) to the opponent ( and double team partner ) . Just make sure you don’t use the same unused animations for more than one move.
Partial Unused Move Value Listing
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Move Value – Animations – Already used for this code
08CA – 4449, 444A
08DE – 444B, 444C
10A4 – 3EA9, 3EAA – Alley Oop V2, V3
10AE – 3EAB, 3EAC – Pump Handle Reverse Powerbomb
10CC – 41BD, 41BC – Body Press Drop Back Flip Splash
114E – 3C60, 3C61 - Powerbomb to Outside
1158 – 3C62, 3C63
123E – 4210, 4211
1248 – 4213, 4214
1270 – 4224, 4225
127A – 4227, 4228
1284 – 422A, 422B
13F6 – 3348, 3349 – Sunset Flip Powerbomb to Outside *
1414 – 334E, 334F – Somersault Samoan Drop
141E – 3350, 3351 – Asteroid Driver
1428 – 334A, 334B – Sunset Flip Powerbomb to Outside *
143C – 334C, 334D – Domination Driver
145A – 3346, 3347 – Custom Tajiri DDT *
* Currently, the Sunset Flip Powerbomb to Outside does NOT use these values, but uses nearby values that have overlapping animations. I am going to post a V2 that uses the listed values so I can squeeze in another value ( 145A ) to use for the Custom Tajiri DDT. The V1 code will not be able to be used with the Custom Tajiri DDt that I’m going to make.
Unused Grapple Slots:
These Addys are unused move slots in P4’s grapple mods that can be used to link to. To find new addy’s edit a CAW so that he has a move for EVERY POSSIBLE move slot ( Special Ground Holds, Rebound Attacks, Running Apron Attack, etc. ) . Start a match with that CAW as P4 and go to 81091C78. Scroll down until you find a 0000 value. I’m purposely skipping the Second-level and Stolen Special slots for front and back grapples because there are codes to make these moves accessible. I’m also posting the link values for P1-P4. To find link values for new unused slots, 1: Subtract any listed addy from the new addy, 2- divide the result by 2, and 3- add that value to each player’s link value for the addy you subtracted. To find the linking addy for the move you want to link from, have P1 do the move, and while doing it go to 8115B1C0. There will be a 32-bit ( 8-digit ) pointer there that displays the starting addy for that move’s damage mods. Add 0004 to the addy you see there and you get P1’s link addy for that move. When you use it in a code, make it a 16-bit code ( 81XXXXXX ???? instead of 80XXXXXX ???? ) and the link value I’m listing for P1. Then have P2 do the move, but go to 8115B518 and use P2’s link value. For P3 go to 8115B870. For P4 go to 8115BBC8. If the link value for P4 is less than 0100, the link addy can be an 8-bit code, so add 0005 instead of 0004, and leave it as 80XXXXXX ????.
Partial Unused Grapple Slot Listing
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Move Addy – P1, P2, P3, P4 link – Already used for this code
81091CFA – 06AD, 0489, 0265, 0041 – Alley Oop V2, V3
81091CFC – 06AE, 048A, 0266, 0042 – Pump Handle Reverse Powerbomb
81091CFE – 06AF, 0489, 0267, 0043 – Body Press Drop Back Flip Splash
81091D00 – 06B0, 048A, 0268, 0044 – Powerbomb to Outside
81091D02 – 06B1, 048B, 0269, 0045 – Sunset Flip Powerbomb to Outside
81091D3C – 06CE, 04AA, 0286, 0062 – Somersault Samoan Drop
81091D3E – 06CF, 04AB, 0287, 0063 – Asteroid Driver
81091D40 – 06D0, 04AC, 0288, 0064 – Domination Driver
81091D42 – 06D1, 04AD, 0289, 0065 – Custom Tajiri DDT
81091D44 – 06D2, 04AE, 028A, 0066
81091D46 – 06D3, 04AF, 028B, 0067
81091D4C – 06D6, 04B2, 028E, 006A
81091D4E – 06D7, 04B3, 028F, 006B
81091D90 – 06F8, 04D4, 02B0, 008C
81091D96 – 06FB, 04D7, 02B3, 008F
81091D98 – 06FC, 04D8, 02B4, 0090
81091DAA – 0705, 04E1, 02BD, 0099
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THE PRACTICAL
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Don't expect to just read this and get the hang of it..there's a lot of addys, values, and methods involved here. It would be best to print it out, along with ani stats mods 1, 2, & 3 for reference, and go through each step of making the code with your game, doing exactly what I did. I took a lot of effort to try and make sure I had good references in each step so If you make errors, you'll know it and can try again to get the right addys & values without locking up the game.
Step 1 : Get the ani's
Once you've got your move idea you hit Smackdown Mall to see what anis you're going to use. For this move I wanted to start with the Walking Sideslam, then splice to the player doing a giving Double-Arm DDT ani and the opponent doing a receiving Neck Drop ani.
So I view the Double-Arm DDT in SD Mall. I go to the mem ed to 8106B454 for the player's ani. It's 34D7. I write it down.
I return to game and view the Neck Drop. I go to the mem ed and see that the value at 8106B454 is 3870. I want the opponent's ani, so I just add 0001 and get 3871. I write it down. If you want to, you can go to 8106B514 for the opponent's ani. There's a shortcut. If you're at 8106B454, just hit the right shoulder button twice and you'll be at 8106B512.
I return to the game and view the Walking Sideslam. I go back to the mem ed. It's already on 8106B454 and the value is 389A. Therefore the opponent's value will be 389B. Just to be brief I write down "389A/B".
Now I've got all the ani values.
Step 2: Get the ani stat mods addys and values
I follow the instructions on finding addys in my personal archive under ani stat mods 3. I don't use a calculator, I just bring up the "Go To Address" box in the mem ed, drop the last 2 digits of the ani and put in the addy. I want the ani stats 3 mods for the Double-Arm DDT ( 34D7 ). So I put in the addy for 3400. The addy listed is 8034AA5C. Now I have to increase the digits of the addy by increments so I get the addy for 34D7. I need to add D7. First I'll add D0. To do that I'll need to add 80, then 40, then 10 (80+40=C0, C0+10=D0) . By following the instructions, that means I need to add 200, then 100, then 40 to the addy. I highlight 8034A A5C and hit up twice to increase the addy to 8034A C5C ( the addy for 3480 ) . I hit up once to increase the addy to 8034A D5C ( the addy for 34C0 ) . I highlight 8034AD 5C and hit up 4 times to increase the addy to 8034AD 9C ( the addy for 34D0 ) . Now I'll add the 7. To do that I'll need to add 4, then add 1 then add 1 then add 1 ( 4+1=5, 5+1=6, 6+1=7 ) . Nah, screw that. I'll add 8 then subtract 1. That means that by following the instructions I'll add 20 to the addy, then subtract 4 from the addy. 8034AD 9C is already highlighted so I hit up twice to increase the addy to 8034AD BC ( the addy for 34D8 ) . I highlight 8034ADB C and hit down 4 times to decrease the addy to 8034ADB 8. That's the ani stats mods 3 addy for 34D7. The 8-digit value there tells the game what animation frame this animation will start on. I go to it and write down the 32-bit value there. The value is 00809CA8. I shorten it to 80 9CA8, leaving a space before the last 4 digits, since 95% of the time, you won't change the value so much that you'll change the first 2 digits. I write it down next to the ani value ( 34D7 ) .
Now I want to get the ani stats mods 2 for that ani. Instead of repeating that whole process for ani stats mods 2, I can just use the 24200 offset. The ani stats mods 3 addy - 24200 = ani stats mods 2 addy. Once again, I'm not using a calculator, I just bring up the "Go To Address" box. It says 8034ADB8. I highlight 803 4ADB8 and hit down 2 times to make it 803 2ADB8. I highlight 8032 ADB8 and hit down 4 times to make it 8032 6DB8. I highlight 80326 DB8 and hit down 2 times to make it 80326 BB8. Thats the addy for ani stats mods 2 for animation 34D7. I go to it. If you haven't read ani stats mods 2 reply in my personal archive, read it. The first 4 digits are and of animation animation and facing direction overlapping each other. The value is 0700. The next 4 digits are the number of frames in the animation. The value is 0078. I write these down under the ani stats mods 3 value for the ani, shortening them to 07 and 78.
Now I need to get the ani stats mods 3 addy for the receiving Neck Drop ani ( 3871 ) . I follow the instructions on getting the addy, after doing this a few times, you'll get the hang of the increments pretty quickly. Once you're familiar with it, it's easy. The addy is 8034BC20. I go to it. The 32-bit value there is 00AC5C76. I write down AC 5C76 next to 3871. I subtract the 24200 offset to get ani stats mods 2 for the ani. The addy is 80327A20. The values are 9C00 and 0042. I write down 9C and 42 under AC 5C76.
Now I get the ani stats mods 3 addy for the giving Walking Sideslam animation ( 389A ). It's 8034BCC4. I don't go to the addy because I really don't need to do anything with the values there. I just don't want to flip pages in my little red notepad to find the starting addys for ani stats mods 2. I just subtract the 24200 offset and get 80327AC4 for the ani stats mods 2 addy and go to it. I write down 80327AC4 beneath the ani ( 389A ). The first 4 digits there are 0A00. I write down 0A next to the ani ( 389A ) . I don't care what the number of frames is because I'm going to shorten the animation to the frame that I want my "splice" to start. Right then I shorten the number of frames from B6 to 76 ( just guesswork ) . Ani stats mods 2 starting addy offset is 0004, so the next set of 8 digits are the ani stats mods 2 for the next sequential animation, the receiving Walking Sideslam ani ( 389B ) . The first 4 digits are 99FF. I write it down beneath 0A. Once again, I don't care what the number of frames for the ani is, because when the giving Walking Sideslam ani ends, I'm going to link to another move, and both the player and the opponent will begin new animations at the same time.
Step 3 : Select and alter an unused move
You can now look back at the listing of unused moves in the first post of this message to find an unused move. Since I didn't use 145A for the Custom Tajiri DDT, I'll use it here. I'll write it down off to the side. I write down the ani values ( 3346/7 ) below my other ani values. 3346 and 3347 are unused animations that I'm going to change into animations for giving Double-arm DDT and receiving Neck Drop. I get the ani stats mods 3 addy for 3346. It's 8034A774. I write it down next to 3346/7. The 8-digit value at this addy tells the game what animation frame this animation starts on. I replace the value here with the starting frame value I found for the giving Double-Arm DDT ani ( 00809CA8 ) . The offset between ani stats mods 3 addys is 0004, so the next 8 digits are the ani stats mods 3 value for the next sequential animation ( 3347 ) . I replace the value there with the starting frame value I found for the receiving Neck Drop ani ( 00AC5C76 ) . From here on, whenever I say "giving Double Arm DDT ani", I mean ani 3346 that I just changed to the giving Double Arm DDT ani...and whenever I say "receiving Neck Drop ani", I mean ani 3347 that I just changed to the receiving Neck Drop ani.
Now I subtract the 24200 offset to go to ani stats mods 2 for 3346/7. 8034A774 - 24200 = 80326574. I write down this addy below 8034A774. The 8 8-bit values starting at the highlighted values are ani stats mods 2 for 3346 & 3347. The values there are 04 00 00 15 04 00 00 19. I shorten them to 04 15 04 19 and write then down next to 80326574. I don't need these values, but I want to have them for reference when I actually make the code so that I don't use a 16-bit code when I could just use an 8-bit code. I replace the first 4 values in the mem ed with the ani stats mods 2 values for the Double Arm DDT ( 07 00 00 78 ) . I replace the next 4 values with the ani stats mods 2 values for the Neck Drop ( 9C 00 00 42 ).
At this point I'm going to begin the "tweaking process" . I know that I'm going to have to start these animations from frames in the middle of the animations. I'm going to start cutting frames off and simultaneously increasing the starting frames. I've found that it's easier to do both at the same time, this way you eliminate the possibility of a lockup by having too many frames in an animation AND the spliced animations always end perfectly ( end of animation animation and facing direction ) .
When the game advances an animation by 2 frames, it goes to the next animation frame.
The offset for each animation frame is 62.
Therefore, every time I add 62 to the starting frame value, the animation will begin one more animation frame into the animation, and the animation must be made 2 frames shorter so the end of animation will be perfect.
These are the increments I usually use :
620 = 10 animation frames = 20 frames
310 = 8 animation frames = 10 frames
62 = 1 animation frame = 2 frames
To start off with, I'm to shorten the Double-Arm DDT animation by 30 frames ( just guesswork, nothing scientific there ) so I change the 78 to 48 in ani stats mods 2. I add the 24200 offset to jump back up to ani stats mods 3. 30 frames = 20 frames + 10 frames = 10 animation frames + 8 animation frames = 620 + 310 = 930. When adding, you need to keep track of how many times you add past F to 0. Whenever you do this it's like adding 1 to 10, making it 11; you need to add 1 to the next digit to the left. I highlight 00809C A8 and press up 3 times, making it 00809C DA. I highlight 00809 CDA and press up 9 times, making it 00809 5DA. Since I added past F to 0 while preeing up, I need to add 1 to the next digit to the left. I highlight 0080 95DA and press up 1 time, making it 0080 A5DA. Now the Double Arm DDT animation will begin 18 animation frames into the animation and the animation is 30 frames shorter.
While I was doing that I also made the Neck Drop animation 10 frames shorter ( guesswork ) and started it 8 animation frames into the animation. In ani stats mods 2, after I changed the 78 to 38, I also shortened the number of frames from 42 to 32. In ani stats mods 3, after I changed 00809CA8 to 0080A5D8, I change the starting frame value for the neckdrop.
10 frames = 8 animation frames = 310.
I highlight 00AC5C 76 and press up 1 time, making it 00AC5C 86. I highlight 0AC5 C86 and press up 3 times, making it 00AC5 F86. Now the Neck Drop animation will begin 8 animation frames into the animation and the animation is 10 frames shorter.
Remember, as you subtract frames from ani stats mods 2, you add animation frames to ani stats mods 3.
At this point, I know the move will probably look all ^%&'d up, but I need to start a match and link the moves up so I can see what needs tweaking.
Step 4 : Start a match and set up the links
I start a Single P1 vs P2 match. As P1, I perform the Walking Sideslam as my Back Special. As soon as the animation starts, I go into the memory editor to 8015B1BA. The 2 8-bit values here make up the value for the grapple animation for whatever move P1 is doing. P1 is doing the Walking Sideslam, so the value there ( 1DEC ) is the move value for the Walking Sideslam. I write this down, I'll be using it later. Now I go down to the beginning of the next line ( 8015B1C0 ) . There's 4 8-bit values there that make up a pointer to P1's damage mods for whatever move you're performing. The values there are 80 0A C1 24. This means that The damage mods for P1's back special start at 800AC124. If you add 4 to the addy, you get the Link addy for that move. I go to 800AC128. Now I refer to the list of unused grapple mods. Since I didn't make the Custom Tajiri DDT, I'll use that grapple mod. The Link value for P1 is 06D1. That's what I enter at 800AC128. I write down 810AC128 06D1 off to the side. Since the link value is greater than FF, it needs to be a 16-bit code. The addy listed for the unused grapple mod is 81091D42. I go there and enter the value for the unused move that I selected back in step 3. The value is 145A. I write down 81091D42 145A off to the side, above 810AC128 06D1, leaving space for the activator that I'm going to need above 810AC128 06D1 ( I don't want P1's back special to link to the unused move all the time, only when it's the Walking Sideslam ) .
Now P1's link is set up. Time to do some serious tweaking.
Step 5 : Correct splice start time
As soon as I return to the game, I'm already in the middle of the Walking Sideslam.
The first thing I'm going to watch for is to see if the move will splice when I want it to. P1 walks around and starts to lean back to slam P2 before the splice starts. I need P1 to be standing with both feet on the ground with the upper body pretty much vertical so the transition into the Double Arm DDT will be smooth, so I need to make the giving Walking Sideslam animation shorter. I go into the mem ed back to 80327AC4 ( ani stats mods 2 addy for giving Walking Sideslam animation ) and change the number of frames from 76 to 66. I return to the game and do the Walking Sideslam again. It splices when I want it to. I write down 66 next to 80327A7C, leaving a space in case I need to change the facing direction.
Step 6 : Correct splice facing direction
And looking at the Splice, I DO need to change the facing direction. When the splice happens, P1 is facing about 135 degrees clockwise from the direction he was facing when the animation started. I go to the mem ed. I'm already on ani stats mods 2 for the giving Walking Sideslam ani. The first 2 8-bit values of ani stats mods 2 make up the end of animation animation and end of animation facing direction. The offset for each end of animation animation is 04 00. When changing facing directions, the value for end of animation facing direction overlaps the end of animation animation value. By adding up to 03 FF to the value, you change the facing up to nearly 360 degrees clockwise ( Add 01 00 to make the player at a 90 degree angle clockwise from where he started, add 02 00 for 180 degrees { opposite direction } , add 03 00 for 90 degrees counterclockwise ) . The value there for giving Walking Sideslam is 0A 00. Since the end of animation animation offset is 04 00, that means that the range of this end of animation animation is 08 00 - 0B FF. The base value ( 08 00 ) means the player faces the same direction at the end of the animation as he was when the animation started. I need to add 135 degrees to the base value ( 08 00 ) . 135 degrees = 90 degrees + 45 degrees. Since adding 01 00 changes the facing direction by 90 degrees, then 00 80 ( half of 01 00 ) changes the facing direction by 45 degrees ( half of 90 degrees ) . The base value + 90 degrees + 45 degrees = 08 00 + 01 00 + 00 80 = 09 80. At 80327AC4 I change 0A 00 to 09 80. I'll also need to change the receiving Walking Sideslam ani facing direction so they'll both be facing the same direction when the splice starts. The value for the receiving Walking Sideslam ani is 99 FF. Since the offset is 04 00, then the range is 98 00 - 9B FF. The base value is 98 00. I add 135 degrees to the base value. The base value + 90 degrees + 45 degrees = 98 00 + 01 00 + 00 80 = 99 80. Now when the Walking Sideslam anis end, they should be facing the right direction. I return to the game to check. I do the Walking Sideslam and they're both facing the right direction. I look at the values next to the ani ( 389A/B ) that I wrote down and see that the value there WAS 0A 00. I'm changing it to 09 80, so I'm going to need a 16-bit code for the facing direction. I write down 980 ( giving Walking Sideslam ani end of animation facing direction ) next to 80327A7C, between it and 66. I look at the value that WAS there for the receiving Walking Sideslam ani and see it was 99 FF. I'm changing it to 99 80, so I only need an 8-bit code to change the FF to 80. I write down " -80 " next to 66. So in the mem ed I have 09 80 00 66 99 80 ?? ?? ( all ani stats mods 2 for giving Walking Sideslam ani AND receiving Walking Sideslam ani ) . On my paper, I have on that line 80327A7C 980 66 -80. Because I know the mods, I know that this translates into 3 codes for the values I changed:
81327A7C 0980
80327A7F 0066
80327A81 0080
With these codes active, it changes the default values:
0A 00 00 B6 99 FF ?? ?? to
09 80 00 66 99 80 ?? ?? , which is what I want.
I don't need to write the codes down because all the information is right on the line next to the starting addy for the giving Walking Sideslam ani. I'm done with that until I enter the code into the GS.
Step 7 : Tweaking Starting frames for spliced anis.
Now the first thing I notice when the splice occurs is that P2's Neck Drop Animation looks bad. Real bad. It starts too late and P2 goes backwards too far. Tweaking is all guesswork. I try changing the starting frame for the receiving Neck Drop animation so it starts 8 animation frames later in the animation. 8 animation frames = 10 frames. I go to ani stats mods 2 for the giving Double Arm DDT ani. I change the 32 to 22. I add the 24200 offset to go to ani stats mods 3. 8 animation frames = 310. I change 5F86 to 629C. Now The receiving Neck Drop ani starts later in the animation and is shorter. I return to the game and Do the Walking Sideslam again. The timing is OK, but P2's backwards movement is totally wrong for the move. I need to scrap the idea...
Sidetracked...
WAIT! I have a little brainstorm. While trying to think of moves that have the opponent going through similar motions to what I'm trying to accomplish, I think about the Tilt-a-whirl Piledriver Reversal. The receiving Tilt-a-whirl Piledriver Reversal ani should be perfect. I need to get ani stats mods 2 & 3 values for it. I don't need to start a new match, either. My CAW doesn't have that move, but I can change that. I go to 80090FA2. This is the grapple mod for P1's weak grapple A button move. I look up the value for the Tilt-a-whirl Piledriver in my Master Move Modifiers listing. It's 049C. I know that by adding 2 to that value, you get the first reversal and that there's only one reversal. 049C + 2 = 049E. By putting this value in at 80090FA2, P1's weak grapple A button move will be the Tilt-a-whirl Piledriver Reversal. I put it in and return to the game. I do P1's weak grapple a-button move. P1 does the Tilt-a-whirl Piledriver Reversal to P2. When I see him start to do it, I go into the mem ed to 8006B512. This displays P2's animation value. The value is 33E8. Therefore, the receiving Tilt-a-whirl Piledriver Reversal ani is 33E8. I scribble out all the receiving Neck Drop info and write down 33E8.
I find the ani stats mods 3 addy for 33E8 ( 8034A9FC ) and go to it. I write down the starting frame value there ( 00 76 1F 52 ) shortening it to 76 1F52. I subtract the 24200 offset to go to the ani stats mods 2 addy ( 803267FC ). I write down the end of animation animation & facing direction value ( 53 FF ) and number of frames ( 9F ) .
I go to ani stats mods 3 for the giving Double Arm DDT ani and replace the receiving Neck Drop ani value following it ( 00 AC 62 9C ) with the receiving Tilt-a-whirl Piledriver Reversal ani value ( 00 76 1F 52 ) . I subtract the 24200 offset to go to ani stats mods 2 and replace the receiving Neckdrop ani end of animation animation and facing direction value ( 9C 00 ) with the receiving Tilt-a-whirl Piledriver Reversal ani end of animation animation and facing direction value ( 53 FF ) . I replace the number of frames by changing 22 to 9F. From now on when I say "receiving Tilt-a-whirl Piledriver Reversal ani" , I mean ani 3347, that I just changed to the receiving Tilt-a-whirl Piledriver Reversal ani. Now I can return to Step 7 : Tweaking
Back in the hunt:
With my new ani, the first thing I want to do is make it start on a later animation frame. I cut off 40 frames in ani stats mods 2 by changing the 9F to 5F. I add the 24200 offset to go back to ani stats mods 3. 40 frames = 20 animation frames = 10 animation frames + 10 animation frames = 620 + 620 = C40. I highlight 00761F 52 and press up 4 times, making it 00761F 92. I highlight 00761 F92 and press up C ( twelve ) times, making it 00761 B92. Since I added past F to 0, I need to add 1 to the next digit to the left. I highlight 0076 1B92 and press up 1 time, making it 0076 2B92. Now the receiving Tilt-a-whirl Piledriver Reversal ani starts later in the animation and is shorter. I return to the game to see what needs to be tweaked.
I see the Tilt-a-whirl Piledrivr Reversal ani still starts way too soon in the ani, so I return to the mem ed. I'll make it start another 10 animation frames into the animation. 10 ani8mation frames = 620. I add 620 to 2B92, making it 31B2. I subtract the 24200 offset to go to ani stats mods 2. 10 animation frames = 20 frames. I subtract 20 frames from 5F, making it 3F. I return to the game.
It's getting there. P1 starts dropping a little too soon, so I'll go back into the mem ed and start the giving Double Arm DDT ani a little sooner. I add 4 frames to 48, making it 4C. I add the 24200 offset to go to ani stats mods 3. 4 frames = 2 animation frames = 1 animation frame + 1 animation frame = 62 + 62 = C4. I subtract C4 from A5D8, making it A514. I return to the game.
Now P2 drops too soon, so I'll make the receiving Tilt-a-whirl Piledriver Reversal ani start a little sooner in the animation. I go to the mem ed and start it 2 animation frames sooner. 2 animation frames = 1 animation frame + 1 animation frame = 62 + 62 = C4. I subtract C4 from 31B2, making it 30EE ( this time I subtracted the C, i went past 0 to F, so I need to SUBTRACT 1 from the number to the left to get the right value ) . I subtract the 24200 offset to go to ani stats mods 2. 2 animation frames = 4 frames. I add 4 to 3F, making it 43.
Almost there. P1 still drops a smidge too soon. I return to the mem ed and add 2 frames by changing 4C to 4E. I add the 24200 offset to go to ani stats mods 3. 2 frames = 1 animation frame = 62. I subtract 62 from A514, making it A4B2. I return to the game.
P1's animation looks pretty good. I think I'm done with P1. Now I just need to make the impact of P2 coincide. He hits the mat too late. I return to the mem ed and start P2's animation a1 animation frame later in the animation. I add 62 to 30EE, making it 3150. I subtract the 24200 offset to go to ani stats mods 2. 1 animation frame = 2 frames, so I subtract 2 from 43, making it 41. I return to the game.
I think that's as good as it will get, P2's animation kinda bounces..there's nothing I can do about that. From most angles, it looks pretty awesome. I go back into the mem ed and look at what the values were before I changed them. They were:
04 00 00 15 04 00 00 19 I changed them to:
07 00 00 4E 53 FF 00 41
Next to 80326574 I write down 07 4E 53FF 41. I'll need 4 codes to make these changes:
80326574 0007
80326577 004E
81326578 53FF
8032657B 0041
But see the 3rd line that's 81326578 53FF. The end of animation animation offset is 4, so the range is 5000 - 53FF. the 53FF value is really only 0001 away from 5000. It's less than 1 degree difference, not enough to even notice. To use a little less power, I'll change the 53FF to 5000. This way, I only need an 8-bit code to make the change : 80326578 0050. I scratch out the 53FF and write 50 there.
I add the 24200 offset to go to ani stats mods 3. I get the values that I have there and write down 80A4B2 and 763150 next to 8034A774. To make those changes, I'll need 4 lines:
8034A775 0080
8134A776 A4B2
8034A781 0076
8134A782 3150
The animation portion is complete.
Step 8 : Sound effects
I need to make some impact noises for the giving Double Arm DDT and receiving Tilt-a-whirl Piledriver Revarsal anis ( 3346 & 3347 ) . So I go to ani stats mods 1 for those anis. Getting these addys without a calculator starts off the same way, but the offsets are different. For 3346, I drop the 46 and look at the listing of 00 ani addys. For 3300, the addy is 802A5A0C. I bring up the go to address box and put that addy in. I need to add back the 46 now to get the right addy. Break down the 46 by slots. 46 = 40 + 6. By following the instructions, adding back 40 to the ani means you need to add 900 to the addy. I highlight 802A5 A0C and press up 9 times, making it 802A5 30C. Since I added past F to 0, I need to add 1 to the next digit to the left. I highlight 802A 530C and press up 1 time, making it 802A 630C ( the addy for ani 3340 ) . Now I need to add back 6 to the ani. I break down the 6 into listed increments. 6 = 4 + 1 + 1. This means I need to add 90 + 24 + 24. I'll start with the 90 first so I don't lose track. I highlight 802A63 0C and press up 9 times, making it 802A63 9C. Now I'll do the other 2 24's. 24 * 2 = 48. I highlight 802A63 9C and press up 4 times, making it 802A63 DC. I highlight 802A63D C and press up 8 times, making it 802A63D 4. I added past F, so I highlight 802A63 D4 and press up 1 time, making it 802A63 E4. This is the starting addy for ani stats mods 1 for ani 3346. From here, I simply go to the address. I use a little trick to find the addy for sound effect 1. I look for the 01 B0 value. This value is almost always at the very end of the ani stats mods 1 addys for every animation. There are a few exceptions, but this is ALMOST always true. I know that sound effects take up 2 8-bit values ( one for the frame the sound effect occurs on and one for the sound effect itself ) . 2 8-bit values is an offset of 2. I also know that each ani can have up to 8 sound effects. The offset * the number of effects = 2 * 8 = 10. An offset of 10 takes up 2 lines in the mem ed:
802A63E8 : ?? ?? ?? ?? ?? ?? ?? ?? ------
802A63F0 : ?? ?? ?? ?? ?? ?? ?? ?? - two
802A63F8 : ?? ?? ?? ?? ?? ?? ?? ?? - lines
802A6400 : ?? ?? ?? ?? ?? ?? ?? ?? ------
So I look for the first 01 B0, which is the last sound effect ( actually it's a hand shape effect that changes the hand shape to normal whenever a new animation starts ) . I go up 2 lines from there. That's the last 2 values BEFORE the first sound effect. The next two values are for the first sound effect. You could just add + 14 to the starting addy for the ani to get to the first sound effect, I just like to see everything in the mem ed. In any case, the addy will be 802A63F8.
I estimate what frame the sound effect should happen on and put in for the frame value. I try 20 for the frame and put in 1B after it for the giving Double Arm DDT ani sound effect. 1B is a medium-volume mat striking sound.
I look for the next 01 B0 value after the one I found already, go up two rows, and the next 2 values after the two that are there make the first sound effect for the receiving Tilt-a-whirl Piledriver Reversal ani. You could just add the offset ( 24 ) to come up with it. The addy is 802A641C.
I space out the sound effects by 3 frames, so I put in 23 for the frame, and 1D for the sound effect. 1D is the loudest mat striking sound effect. I return to the game to see how close I got.
The sound effect occurs too late, so I return to the mem ed and make the sound effects occur 8 frames sooner. I change the 20 frame value to 18 and I change the 23 frame value to 1B. I return to the game.
Sounds good. I write down 812A63F8 181B and 812A641C 1B1D. Off to the side under 810AC128 06D1, leaving space for 6 lines ( activators and linking codes for P2-P4 ).
Sound effects are done.
Step 9 : Getting activator addy's, link addys, and link values for all players
I quit the match and start a Royal Rumble : P1 vs P2 vs P3 vs P4, all Players being the CAW with the Walking Sideslam.
When the match starts, I go to 80090FA0 and scroll down until I find the move value you got back in step 4 : 1DEC. The addy I find it at will be the Grapple Mod Addy for the CAW's Back Special. This addy is 81091042. I'm going to use this as the activator for the link code I wrote down on the side ( 810AC128 06D1 ) so that when P1's Back Special is the Walking Sideslam, then P1's Back Special links to the unused move that I made into the giving Double Arm DDT ani and the receiving Tilt-a-whirl Piledriver Reversal ani. The addy as an activator is D1091042 and the value for the Walking Sideslam is 1DEC. I write down D1091042 1DEC off to the side in-between 81091D42 145A and 810AC128 06D1.
I scroll down until I find 1DEC again ( there's a shortcut, press the right shoulder pad eleven times, then press down 5 times ) . This will be the addy for P2's Back Special. The addy is 8109148A. I make it an activator, use 1DEC as the value, and write down D109148A 1DEC under 810AC128 06D1.
Follow the same steps for P3 and P4 and write down the activators ( D10918D2 1DEC and D1091D1A 1DEC ) below, leaving a space inbetween for the Linking code.
I refer to the unused grapple mods list and get the link value for P2 for the unused grapple mod ( 04AD ) . I get P2 on Special and do the Back Special. I go to 8015B518 in the mem ed to get the starting addy for P2's Back Special ( 800B0E34 ) . Since the link value is greater than FF, I make it 16-bit ( 810B0E34 ) and add 4 ( 810B0E38 ) . I use the link value and write down 810B0E38 04AD beneath D109148A 1DEC ( P2's link activator ) .
I get P3's link value ( 0289 ) . I do P3's Back Special and go to 8015B870 for P3's Back Special Move Damage Starting addy ( 800B5B44 ) . Since the link value is greater than FF, I make it 16-bit ( 810B5B44 ) and add 4 ( 810B5B48 ) . I use the link value and write down 810B5B48 0289 beneath D10918D2 1DEC ( P3's link activator ) .
I get P4's link value ( 0065 ) . I do P4's Back Special and go to 8015BBC8 for P4's Back Special Move Damage Starting Addy ( 800BA854 ) . Since the link value is less than FF, I leave it as 8-bit and add 5 ( 800BA859 ) . I use the link value and write down 800BA859 0065 under D1091D1A 1DEC ( P4's link activator ) .
Step 10 : Extras
K.O.:
I want this move to cause a knockout, so I'll make an optional code for that. I do the move with P1. After it splices I go to 8015B1C0 to get the starting addy for the unused move's move damage mods. The addy is 800BAB24. It's the same move for all 4 players so I only need to use 1 line to make it a K.O. move for all 4 players. The offset for the K.O. mod is A and the value for maximum K.O. probability is 5. I add A to the starting addy ( 800BAB2E ) and use 5 for the value. I write down 800BAB2E 0005 at the bottom.
Superheavyweights:
I want to cover all my bases so I see if the move can be done on a superheavyweight...it can't, so I'll make an optional code to make it work on superheavyweights. I do the move with P1. After it splices I go to 8015B1C0 to get the starting addy for the unused move's move damage mods. The addy is 800BAB24. It's the same move for all 4 players so I only need to use 1 line to make it work on superheavyweights for all 4 players. the offset for the type of move is 22 and one of the values you can use to get the move to work on a superheavyweight is 20. I add 22 to the addy ( 800BAB46 ) and use 20 as the value. I write down 800BAB46 0020 at the bottom.
Table Breaking:
To do this I need to go back to the ani stats mods 1 addy for the giving Double Arm DDT ani ( 3346 ) OR the receiving Tilt-a-whirl Piledriver Reversal ani ( 3347 ) . The starting addy for 3346 is 802B63E4. The offset for the table-breaking addy is 10, and I use the same value as the impact sound effect ( 18 ) . I add the offset and write down 802B63E4 0018 at the bottom.
Step 11 : Da code
I shut the game off and start to enter the code. Off to the side I've written 9 lines. These are the first 9 lines of the code. I like to put the lines in sequence, so I'll add in my 2 lines of sound effects next. Next in sequence are ani stats mods 2 for the giving Double Arm DDT ani and the receiving Tilt-a-whirl Piledriver Reversal ani ( 3346/7 ) . Next are ani stats mods 2 for giving/receiving Walking Sideslam anis ( 389A/B ) . Then come ani stats mods 3 for the giving Double Arm DDT ani and the receiving Tilt-a-whirl Piledriver Reversal ani ( 3346/7 ) . Then any extras you want to add.
The complete code:
Inverted Russian Neckdrop
Replaces Walking Side Slam, back Special, use always animate
( Will mess up with Sunset Flip Powerbomb to Outside code active. I will post a Sunset Flip Powerbomb to Outside V2 that will allow both codes to be active at the same time - just not now. It took ten times longer to type out this tutorial than it did to make the code )
Description: Player picks up the opponent in Walking Sideslam, then Reaers back and drops the opponent on his head.
81091D42 145A
D1091042 1DEC
810AC128 06D1.
D109148A 1DEC
810B0E38 04AD
D10918D2 1DEC
810B5B48 0289
D1091D1A 1DEC
800BA859 0065
812A63F8 181B
812A641C 1B1D
80326574 0007
80326577 004E
80326578 0050
8032657B 0041
81327A7C 0980
80327A7F 0066
80327A81 0080
8034A775 0080
8134A776 A4B2
8034A781 0076
8134A782 3150
optional:
800BAB2E 0005
800BAB46 0020
802B63E4 0018
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