D
Deleted User
Crowd Member
The ones posted earlier were wrong.
These were found by Tokidoim. All the credit in the world to him.
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All Front Grapples are unreversible:
P1: 8015 B1A8 00FF
P2: 8015 B500 00FF
P3: 8015 B858 00FF
P4: 8015 BBB0 00FF
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Animation Stat Mods 1
These addys control
- End of Animation Status : In/Out of Ring, on Apron, in Ring, etc.
- Camera Effects during animation
- Poisonmist/Fireball Effect
- Type of Animation : Single or Repeating
- Frame at which damage occurs - for striking moves
- Frame at which reversals occur - for Front Grapple
- Interrupt Type - Grapple/ground hold
- Frame at which sound, hand & rope effects occurs
- Sound & rope effects
- Some movement of players during animations ( haven't really figured this out yet, so I haven't posted anything regarding it )
Starting addy for animation 2DD9:
8029 A090
Offset is 0024 for each animation, therefore 2DDA's starting addy is 8029 A0B4 etc.
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 - Frame at which damage occurs - for striking moves
+05 - Mist/Fire effect ( grapple moves only )
+06 - Frame at which Mist/Fire effect occurs
+09 - Frame at which reversals occur - for Front Grapple
+11 - Interrupt type
+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
End of Animation status values:
00 : no change
01 : in-ring
02 : out of ring
03 : on apron
04 ?
05 ?
06 : Climb cage
07 : Player acts like he's on a table ?
C0-FF : Various camera effects
Type of Animation values:
00 : Normal
80 : Repeating
Mist/Fire Effect values:
00 : None
01 : Poisonmist
02 - up : Fireball
Interrupt Type values:
00 : Ground hold
FF : Grapple
Effect values:
00-80ish : various sound effects
B0 : Normal hand shape
B1-C2 : various hand shape effects
C0-F0ish : various rope effects
I don't have time to list all the addys, or even all the starting addy's...there's THOUSANDS, so here's the starting addys for the 00 animations:
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
To find the starting addy for an animation that's 0080 higher or lower, add or subtract 1200 to or from the addy above. For one that's 0040, add or subtract 0900. For 0020, add or subtract 0480. For 0010, add or subtract 0240. For 0008, add or subtract 0120. For 0004, add or subtract 0090. For 0002, add or subtract 0048. For 0001, add or subtract 0024.
It may take a few dozen tries to get the hang of it, but once you do, you will be able to go to 8106 B454 in the mem ed. to get the animation value, then bring up "Go To Address", use the starting values, I've listed and just add or subtract numbers by the increment's I've listed to go to the proper starting addy.
---------------
Animation stats mods 2
These addys control:
- End of animation animation (player's general animation at the end of the previous animation)
- End of animation facing direction
- # of frames in the animation
Starting addy for animation 2DD9:
8132 4FC0
Offset is 0004, so starting addy for animation 2DDA is 8103 4FC4, etc.
Add to starting addy this value for this mod
+0000 - End of animation animation AND End of animation facing direction
+0002 - # of frames in the animation
End of animation animation AND End of animation facing direction values:
These values overlap.
General offset for end of animation animations is 0400. Add 0001 - 3FFF to change facing direction ( relative to facing direction at the beginning of the animation...0200 is a 180 degree turn )
Some end of animation animation values:
0000 - standing
0800 - kneeling
0C00 - stagger
1800 - back grapple
1C00 - in corner facing away from corner
2000 - in corner facing toward corner
2400 - on turnbuckle
2800 - tree of woe
3000 - running
5000-AC00 - recieving move positions ( on mat facing up/down & holding head, arms, legs, back, stomach, groin, etc. )
B000 - Sitting down
B400 - Sitting up
B800 - One-time stagger hit from front?
BC00 - One-time stagger hit from behind?
THE STARTING ADDY OFFSET IS 0004. I'm listing the 00 animation starting addy's.
8132 505C - 2E00
8132 545C - 2F00
8132 585C - 3000
8132 5C5C - 3100
8132 605C - 3200
8132 645C - 3300
8132 685C - 3400
8132 6C5C - 3500
8132 705C - 3600
8132 745C - 3700
8132 785C - 3800
8132 7C5C - 3900
8132 805C - 3A00
8132 845C - 3B00
8132 885C - 3C00
8132 8C5C - 3D00
8132 905C - 3E00
8132 945C - 3F00
8132 985C - 4000
8132 9C5C - 4100
8132 A05C - 4200
8132 A45C - 4300
8132 A85C - 4400
To find the starting addy for an animation that's 0080 higher or lower, add or subtract 0200 to or from the addy above. For one that's 0040, add or subtract 0100. For 0020, add or subtract 0080. For 0010, add or subtract 0040. For 0008, add or subtract 0020. For 0004, add or subtract 0010. For 0002, add or subtract 0008. For 0001, add or subtract 0004.
These were found by Tokidoim. All the credit in the world to him.
---------------
All Front Grapples are unreversible:
P1: 8015 B1A8 00FF
P2: 8015 B500 00FF
P3: 8015 B858 00FF
P4: 8015 BBB0 00FF
---------------
Animation Stat Mods 1
These addys control
- End of Animation Status : In/Out of Ring, on Apron, in Ring, etc.
- Camera Effects during animation
- Poisonmist/Fireball Effect
- Type of Animation : Single or Repeating
- Frame at which damage occurs - for striking moves
- Frame at which reversals occur - for Front Grapple
- Interrupt Type - Grapple/ground hold
- Frame at which sound, hand & rope effects occurs
- Sound & rope effects
- Some movement of players during animations ( haven't really figured this out yet, so I haven't posted anything regarding it )
Starting addy for animation 2DD9:
8029 A090
Offset is 0024 for each animation, therefore 2DDA's starting addy is 8029 A0B4 etc.
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 - Frame at which damage occurs - for striking moves
+05 - Mist/Fire effect ( grapple moves only )
+06 - Frame at which Mist/Fire effect occurs
+09 - Frame at which reversals occur - for Front Grapple
+11 - Interrupt type
+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
End of Animation status values:
00 : no change
01 : in-ring
02 : out of ring
03 : on apron
04 ?
05 ?
06 : Climb cage
07 : Player acts like he's on a table ?
C0-FF : Various camera effects
Type of Animation values:
00 : Normal
80 : Repeating
Mist/Fire Effect values:
00 : None
01 : Poisonmist
02 - up : Fireball
Interrupt Type values:
00 : Ground hold
FF : Grapple
Effect values:
00-80ish : various sound effects
B0 : Normal hand shape
B1-C2 : various hand shape effects
C0-F0ish : various rope effects
I don't have time to list all the addys, or even all the starting addy's...there's THOUSANDS, so here's the starting addys for the 00 animations:
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
To find the starting addy for an animation that's 0080 higher or lower, add or subtract 1200 to or from the addy above. For one that's 0040, add or subtract 0900. For 0020, add or subtract 0480. For 0010, add or subtract 0240. For 0008, add or subtract 0120. For 0004, add or subtract 0090. For 0002, add or subtract 0048. For 0001, add or subtract 0024.
It may take a few dozen tries to get the hang of it, but once you do, you will be able to go to 8106 B454 in the mem ed. to get the animation value, then bring up "Go To Address", use the starting values, I've listed and just add or subtract numbers by the increment's I've listed to go to the proper starting addy.
---------------
Animation stats mods 2
These addys control:
- End of animation animation (player's general animation at the end of the previous animation)
- End of animation facing direction
- # of frames in the animation
Starting addy for animation 2DD9:
8132 4FC0
Offset is 0004, so starting addy for animation 2DDA is 8103 4FC4, etc.
Add to starting addy this value for this mod
+0000 - End of animation animation AND End of animation facing direction
+0002 - # of frames in the animation
End of animation animation AND End of animation facing direction values:
These values overlap.
General offset for end of animation animations is 0400. Add 0001 - 3FFF to change facing direction ( relative to facing direction at the beginning of the animation...0200 is a 180 degree turn )
Some end of animation animation values:
0000 - standing
0800 - kneeling
0C00 - stagger
1800 - back grapple
1C00 - in corner facing away from corner
2000 - in corner facing toward corner
2400 - on turnbuckle
2800 - tree of woe
3000 - running
5000-AC00 - recieving move positions ( on mat facing up/down & holding head, arms, legs, back, stomach, groin, etc. )
B000 - Sitting down
B400 - Sitting up
B800 - One-time stagger hit from front?
BC00 - One-time stagger hit from behind?
THE STARTING ADDY OFFSET IS 0004. I'm listing the 00 animation starting addy's.
8132 505C - 2E00
8132 545C - 2F00
8132 585C - 3000
8132 5C5C - 3100
8132 605C - 3200
8132 645C - 3300
8132 685C - 3400
8132 6C5C - 3500
8132 705C - 3600
8132 745C - 3700
8132 785C - 3800
8132 7C5C - 3900
8132 805C - 3A00
8132 845C - 3B00
8132 885C - 3C00
8132 8C5C - 3D00
8132 905C - 3E00
8132 945C - 3F00
8132 985C - 4000
8132 9C5C - 4100
8132 A05C - 4200
8132 A45C - 4300
8132 A85C - 4400
To find the starting addy for an animation that's 0080 higher or lower, add or subtract 0200 to or from the addy above. For one that's 0040, add or subtract 0100. For 0020, add or subtract 0080. For 0010, add or subtract 0040. For 0008, add or subtract 0020. For 0004, add or subtract 0010. For 0002, add or subtract 0008. For 0001, add or subtract 0004.