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 Animation Swapping

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Philbo Baggins
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Philbo Baggins


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Animation Swapping Empty
PostSubject: Animation Swapping   Animation Swapping I_icon_minitimeWed Dec 18, 2019 10:03 pm

Wldfb, barksio and killacam pointed me in the right direction, and I mixed some of the player map values I found last month:

As you can see, both wrestlers are performing the same move but each is selling differently.

Animation Swapping Drn9QyB

This is not done with a move hack, it's done by swapping animations at the appropriate time, and then resetting their tokis at the proper time.

D115B2A8 0009 - When Player 2 is HBK
D115AF56 3377 - And Player 1 performs the over hand Punch
D115AF58 0010 - And the frame is at 0010
8115B2AE 3158 - Player two performs the strong clothesline sell (flipping sell)

D115B2A8 0009 - When player 2 is HBK
D115AF56 2E81 - And Player 1 performs a strong grapple
8132663C 9947 - Ending animation is set (Part 1 of toki 2s)

D115B2A8 0009
D115AF56 3377 - When Player 1 performs the Overhand Punch
81325DBE 002F - The Animation for player 2 has 002F Frames *

* I came up with this because I spliced in at 0010 frames, and added the entire number of frames from the flipping animation, which is 001f)

D115AF56 3377 - When Player 1 Performs the Overhand Punch
D215B2A8 0009 - And Player 2 is NOT Shawn Michaels
8132663C 5038 - The Original Tokis are Reset (Ending Animations)
D115AF56 3377 - When Player 1 Performs the Overhand Punch
D215B2A8 0009 - And Player 2 is NOT Shawn michaels
8132663E 0030 - The Original Tokis are Reset (frames of Animation)

Now, in order to reset the tokis, I matched them with the animation I needed to correct. They reset instantly and no problems were had.

HOWEVER, in order to change the tokis on the fly with these new (to me) animation mods, you will have to change them with the move before or using broad action/location/timer mods. Otherwise they will not work the first time, you will run into this:

Animation Swapping TIfFvsP

The new tokis are not activating until after the move is performed.

This is why in order to activate the new tokis in the first part of the code, I used the grapple animation, NOT the move I wanted to alter. The tokis were set in the action BEFORE the move, and then the tokis were ready as soon as the move was activated. For resetting, this part isn't needed, though you may have to get creative with the type of move you are using.

For flying attacks I used the micro-second timer in order to change their tokis:

I had two different flying attacks to standing opponents sharing the same slot, and they have different directions they face before jumping at their opponent. So I swapped the animations entirely, and changed their tokis and direction facing from the top accordingly.

Animation Swapping FaKXwAF

This is because the timer had enough time to cycle itself before the frame limit hit between each climbing animation.

This changes and resets the tokis for the apron climbing animation:

D115AF50 0009 - Player 1 is HBK
D03275F8 0001 - Special System is activated
D115AF56 2F36 - When Player performs the animation to climb the turnbuckle
8115AF56 2F35 - Player will perform the animation to jump to the top of the turnbuckle
D115AF50 0009
D03275F8 0001
D015AB22 0000 - When the micro-second timer is at 0000
81325536 0023 - The tokis for the frame limit for jumping the turnbuckle are set
D115AF50 0009
D03275F8 0001
D115AF56 2F35 - When Player Performs the animation to jump onto the top rope from the inside
8015AF81 0001 - The player will be set up to have his back to the ring
D115AF50 0009
D03275F8 0000 - When not in special mode
D015AB22 0000 - and the micro counter hits 0000
81325536 0050 - The frame limit fro the climbing Animation is set back to default


old code:

update: I found a way to reset the tokis without messing with animation values. I used unused addys as activators, as well as the micro second clock addy and it resets the tokis near automatically.

Current move being performed (player 1-4):

8015AF56
8015B2AE
8015B606
8015B95E

Animation Frame Checker (player 1-4):

8015AF58
8015B2b0
8015B608
8015B960

extra notes:

There's about 5 places that the player map archives animations, and there seems to be (I think) three different sets of animation values. They could possibly be manipulated in a lot of different ways we haven't tried yet.

I tried to get a taunt to make my opponent sell, but it didn't work unless my opponent was also taunting, but it did manage to freeze his standing animation, which makes me think it can still be done.

Animation Swapping OpPxhRv

I don't have many addys mapped out, yet, I'm kind of just snagging them as I need them since you can only search for them in match, but here's what I have so far, feel free to add your own to the list, if anyone writes down more!

3117 - Hard Back Bump
3158 - Clothesline flipping sell
3377 - Overhand punch?
33b3 - Suplex
33b4 - Suplex
36ED - Sweet Chin Music
36Ef - Sweet Chin Music
37EE - Stone Cold Stunner
37EF - Stone Cold Stunner
3A17 - Back Drop 01
3A18 - Back Drop 01
3ACB - Sidekick 01
40bf - Elbow Strike (flying to standing opponent)
4422 - HBK 01 (taunt)
427d - HBK 03

2f35 - jumping to top from inside
2f36 - Climbing to the top rope from the back
2f37 - Jumping to top from the back
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Philbo Baggins
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PostSubject: Re: Animation Swapping   Animation Swapping I_icon_minitimeWed Dec 18, 2019 10:04 pm

Animation Swapping N7vV9aV

D115AF56 2E75 - When the strong grapple is performed
8115AF56 333C - It is replaced with the front kick
D115AF56 2E81 - In Grapple animation is performed
8115AF56 2DD9 - replaced with standing animation
D115B2AE 2E82 - Player 2 in grapple animation
8115B2AE 3112 - Player two in grapple animation is replaced with standing dazed
D115AF56 2E83 - Player two grapple release animation performed
8115AF56 2DD9 - replaced with standing animation
D115B2AE 2E84 - Player two grapple release ani
8115B2AE 2DD9 - Replaced with standing

These will need to be stacked with activators in order to function properly, will also need slight distance mods applied, which I can do.
You MUST stack a lot of activators to these codes and have ways to turn them off. It's good fer'ya.

Animation Swapping ZKh8SaK

Killacam has a code posted in case things get wonky with distance mods, anyway. Woooo!

This next part is the first half of in match tokis. There are three parts. I think. Possibly four but we only need three for now.
Stone Colds. Stone Colds need more activators. Problem with these is that you gotta stack em for character move, frame, sometimes more.

This is the number of frames we want the animation itself to be:

D115AF52 0000
8115AF52 001A - Match these two values
D115AF54 001A - Match these two values
8115AF54 0000

Though this will alter the frames of animation in your move, it doesn't alter the capacity of frames. This is to be found nearby, I think.
There are other counters which I haven't been successful ni trimming but I am certain this is the area where the first line of toki 2s are set for each player.

This will allow for true wrestler/attire tokis to be set. No more errors if performing the same move. I will continue to mess around in this area.


-------

This is an extra animation splice added to the "reaching" section of the grapple to keep the wrestler standing:

D115AF56 333C
D115AF58 0017
8115AF56 2DD9
D115AF58 0000
8115AF58 0033


Lots of possibilities:

Animation Swapping 09Mc1C2

https://www.youtube.com/watch?v=oJCzUvf3Jvc
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» Move Hacking for Dummies Part 1: Animation Splicing
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