Credit: D2A
Breakdown and Mini-Guide: Exploder Powerslam Pin
Example Code:
D109102C 0780
810911E8 0619
D109102C 0780
800ABFBA 0023
D106B454 3747
D106B456 0000
8106B460 009D
D106B454 3747
D106B456 0000
8106B462 E76C
D106B514 3748
D106B516 0000
8106B520 009D
D106B514 3748
D106B516 0000
8106B522 F8AA
D106B454 3747
D106B456 0027
8106B460 00AB
D106B454 3747
D106B456 0027
8106B462 53A0
D106B514 3748
D106B516 0024
8106B520 00AB
D106B514 3748
D106B516 0024
8106B522 5FE4
D106B454 3747
D106B456 002E
8106B460 00BD
D106B454 3747
D106B456 002E
8106B462 6252
D106B514 3748
D106B516 0030
8106B520 00BD
D106B514 3748
D106B516 0030
8106B522 9292
81327578 0000
8132757A 004F
8132757C 0000
8132757E 004F
This is the section of the code that puts the pin into the move...
D109102C 0780
810911E8 0619
D109102C 0780
800ABFBA 0023
These lines make the pin possible...
810911E8 0619
800ABFBA 0023
The second line should look familiar, it is a Damage Mod.
1) Do your Front Special.
2) Look up the addy 8015B1C0. There will be an 8-digit addy, which should be 800ABF98 for the Front Special move slot.
3) Look up 800ABF98.
4) Add 22 to 800ABF98 to get 800ABFBA, this addy controls what kind of move the Front Special will be (i.e. pinning, non-pinning, etc.).
5) Change the value to 0023. Therefore, 800ABFBA 0023 makes P1's Front Special a pinning move.
*NOTE: If you left the code as is, two things will happen; first, your Front Special will pin for every character you use as P1; second, because the Snowplow (the Special in this case) is a non-pinning move by default, the end of the move has no pinning animation with which to link.*
To solve the first problem, make the move specific to when P1 has the Snowplow as a Front Special. Use Grapple Mods (see Stubbs' Archives).
D109102C 0780 => When P1's Front Special is Snowplow...
800ABFBA 0023 => P1's Front Special is a pinning move.
The second problem requires a bit more thinking.
1) Test your newly made pinning move as is.
2) The end of the move should link to a Reverse Armbar (or something) but the game will still count the pin.
3) Pause the game during the pin and go to the Memory Editor.
4) Find the link value for this "pin" is by searching 8015B1B8. There should be a value there, write it down.
5) In testing with the Snowplow, I got 0124. So the end in this case if my front grapple is a pinning move, it links to the Grapple Slot corresponding to 0124. Now I have to find the Grapple Slot.
**NOTE: I use Grapple Slot and Move Slot interchangeably.**
6) To find the Grapple Slot for 0124, I consult the list of Grapple Mods (see Stubbs' Archives)
Here's how I did it...
i> Start with a known link value, 0051 is the value for Back Special.
ii> Look up the corresponding Grapple Slot, 81091042.
iii> The difference between one Grapple Slot and the one directly before/after it is 2. Therefore the Grapple Slot for Back Strong Grapple B + D-pad is 81091040.
iv> Also note that the difference between one link value and the one directly before/after it is 1. Therefore the link value for Back Strong Grapple B + D-pad is 0050.
v> Using this knowledge, it is simple math (with a calculator in HEX mode)...
Grapple Slot for 0124 = (Grapple Slot for Back Special) + 2[(0124)-(link value for Back Special)]
Substitute the the knowns...
Grapple Slot for 0124 = 81091042 + 2[(0124)-(0051)]
Grapple Slot for 0124 = 81091042 + 1A6
Grapple Slot for 0124 = 810911E8
This is called an "unused Grapple Slot". Moves with special attributes (i.e. Pins and Submissions) link to these Grapple Slots.
Now that you have this Grapple Slot here's how the situation looked, originally...
P1's Front Special is a pinning move...
Therefore, link it to whatever move is in the Grapple Slot, 810911E8...
The value for the move in this case is 40CD. An unused Reverse Armbar animation.
You have the situation where your Front Special is technically a pinning move.
You know the grapple to which your Front Special links for a pin.
Your task is to make your new pinning move link to a proper pinning animation instead of a Reverse Armbar.
7) Replace the current move in the Grapple Slot 810911E8 with the Jack Hammer pin.
To get the value for the Jack Hammer's pin, do the Jack Hammer during a match, wait for the *actual* pin to begin and search 8015B1BA. You should get 0619.
9) Replace the move in 810911E8 with 0619 to get 810911E8 0619.
10) Make the this specific to P1 having the Snowplow as a Front Special (optional).
D109102C 0780 => When P1's Front Special is Snowplow...
810911E8 0619 => The move in Grapple Slot 810911E8 is the pin from Jack Hammer.
Closing Notes: This line, 800ABFBA 0023, should work for most Front Specials. However, 800ABFBB needs to have a value of 0000 if the pin is to work. Therefore, you're probably safer goin with a 16-bit line to cover all bases. This means combining the two lines into 810ABFBA 2300.
Voila.
Summary of a few addys:
8015B1B8 => Link Value of the current Grapple Slot
8015B1BA => Value of the move in the current Grapple Slot
8015B1C0 => Gives the 8-digit starting addy for the Damage mods of the current Grapple Slot.
Hope this is useful.