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   > No Mercy Hackers Club3
      > The making of a move
   
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Codes4u 
goatman - ezOP
posts: 1539
(12/13/00 2:26:50 am)
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The making of a move
I get a lot of requests on making moves. Assuming u know how to read the mem ed here is a nice little cookie cutter that some of the guys here been using with an explanation. As always thanks to tokidoim for the original splice codes.. Thanks to wm2kmaster for his tutorial and thanks to jburt2112 for posting this code which i will use as an example.

Here is the code in the original format for ur gs--

*Powerbomb to RockBottom (Replaces Powerbomb to Facebuster) - Credit: Jburt2112
D106B454 37C3
D106B456 0052
8106B460 00C1
D106B454 37C3
D106B456 0052
8106B462 F98C
D106B514 37C4
D106B516 0052
8106B520 00C2
D106B514 37C4
D106B516 0052
8106B522 145C
D106B454 37C3
D106B456 0078
8115AF52 0000
D106B514 37C4
D106B516 0078
8115B2AA 0000

ok
Now I am not going to go into a deep explanation how to find these addys (unless u want me to). rather attempt to explain what has been done and why. If there is any falsehoods plz correct me!

ok
goto edit CAW to the moves front special grapple
make it the powerbomb to facebuster
as the guy is doing the move hit the gs button
u can move the analog around to get the right view- press the gs button at the time that the splice takes place. That means press the gs button right when u want to change to another move.
AT SPLICE FOR PWRBOMB 2 FACEBUSTER

(for grappler)
goto addy 8006b454
look at the 16 bit value -
still in the mem ed look at the 16 bit value at 8006b456

(for victim)
still in mem ed
goto addy 8006b514
look at the 16 bit value -
still in the mem ed look at the 16 bit value at 8006b516

Now if u have done this with the exact timing jburt2112 states is the best timing u should have seen

XX06b454 37c3 -grapple does pwrbmb to face buster
XX06b456 0052 -frame 52 , counts up to about 89
XX06b514 37C4 -receives pwrbomb to face buster
XX06b516 0052 -frame 52, counts up to about 89

so now if u followed so far ur about one third done

Now we do the second move the rockbottom
change the guys special to rockbottom and view his move. at the right time when the rock bottom should start hit the gs button and record the following values

(for grappler)
8006b460 -16 bit value here
8006b462 -16 bit value here

(for victim)
8006b520 -16 bit value
8006b522 -16 bit value

once again if u have the "right" timing as the author of this code intended u should have seen the following values

XX06b460 -00c1
XX06b462 -f98c

(for victim)
XX06b520 -00c2
XX06b522 -145c

now ur almost done (it might take several takes to get the right timing, u should note if the values are higher or lower since they do count up it should be predictable if ur hitting it too fast or slow)

If u put in all the above u might or might not be ok. I really havent tested it out but what has been done here is insureing that the animation will end. This is forced in our beloved p1 section. there is an addy that counts down each animation. every little tiny element is constantly being counted down. Here since the powerbomb to face buster is a move that normally last up to around 89. remember we "spliced" it at 5d. And the rockbottom is a move that lasts to about 7d.
so the rockbottom is a move that doesnt last as long as ur first move.

what is done is the first move is going to be broken when the frame of the first move gets to be the length of the second move (or slightly less in this case).

***************************************************
ok now u tie them together with activators-
(for grappler)
D106B454 37C3-if powerbomb to face buster
D106B456 0052-if counted up to frame 52
8106B460 00C1-change to rockbottom
D106B454 37C3-if powerbomb to face buster
D106B456 0052-if counted up to frame 52
8106B462 F98C-change to rockbottom
(for victim)
D106B514 37C4-if powerbomb to face buster
D106B516 0052-if counted up to frame 52
8106B520 00C2-change to rockbottom
D106B514 37C4-if powerbomb to face buster
D106B516 0052-if counted up to frame 52
8106B522 145C-change to rockbottom

(to end move for grappler)
D106B454 37C3-if powerbomb to face buster
D106B456 0078-if counted up to frame 78
8115AF52 0000-p1 animation frame
(to end move for victim)
D106B514 37C4-if powerbomb to face buster
D106B516 0078-if counted up to frame 78
8115B2AA 0000-p2 animation frame


thats it... now i will be 100% honest, i dont make moves and i havent tried this out. But i am confident that what i tell u is correct from looking at the code and the many posts posted here.

So if u wanted to make moves and join the many others that have done so be my guests.

Enjoy and dont copy this to any other site!

HumaN 1 SupleX 3 MachinE
Hacker
posts: 374
(12/13/00 3:58:09 pm)
Reply
Re: The making of a move
Well said

jburt2112
Hacker
posts: 362
(12/13/00 5:33:11 pm)
Reply
Re: The making of a move
Great job goat, if this doesn't clear move making up, then i don't know what will, this faq is great for beginners, so take this in account newbies to move making! Once again great job!

GR00316 
GS Junkie
posts: 127
(12/13/00 6:07:46 pm)
Reply
Re: The making of a move
Can someone post a FAQ that is a little more for novices. I understand this and it is pretty easy. Is there a way to replace a short move with a long move so that it doesn't cut out halfway through the move?

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