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 Stacking Move Hacks/Tokis onto one slot

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Philbo Baggins
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Philbo Baggins


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PostSubject: Stacking Move Hacks/Tokis onto one slot   Stacking Move Hacks/Tokis onto one slot I_icon_minitimeWed Dec 18, 2019 10:06 pm

This one was tricky, but I'm going to explain it the best I can. These are two animations occupying the same animation/grapple slot AND wrestler. This is how to turn the tokis and animations from one set of hacks to another.

Stacking Move Hacks/Tokis onto one slot 1o23DKu

As usual, the animations are the easy part, the tokis are the tricky part.

*Note: This breakdown is for 1 player only

This part is a typical move hack/splice, with the exception that I have added unused addys in order to trigger it:

Unused addy = 80400000/80400001 - 81400000 - 16 bit

D0400000 0001 - Unused addy is at 0001
D106B514 37FB - When Player 1 performs the rockbottom
D106B516 0063 - At frame 0063
8106B520 00A9 - Splice
D0400000 0001 - Unused addy is at 0001
D106B514 37FB - When Player 1 performs the rockbottom
D106B516 0063 - At frame 0063
8106B522 2648 - Splice

All it does it trigger the animations when the unused value is set. You can stack whatever activators you want to these to make them incredibly personalized.

Anyway. Here's the system the unsued addys are set on, I have all these codes separate in my emu:

This sets the two unused addys I am using for the move hack:

D115A71E 0001 - when the word "fight" appears
80400000 0000 - Unused addys are set
D115A71E 0001 - when the word "fight" appears
80400001 0000 - Unused addys are set

I've set the unused addys to work as a move counter. In this case, it is tracking which animation the Rockbottom is set on, the tokis and animation will respond accordingly:

D115AF56 37FA - When Player 1 is performing The Rockbottom
D115AF58 0010 - At Frame 0010
D0400000 0000 - If Unused Value is 0000
80400000 0001 - Unused Value is 0001

D115AF56 37FA - When Player 1 is performing The Rockbottom
D115AF58 000F - At Frame 000F
D0400000 0001 - If Unused Value is 0001
80400001 0001 - Unused Value is 0001

D115AF56 37FA - When Player 1 is performing The Rockbottom
D115AF58 0011 - At Frame 0011
D0400000 0001 - And Unused Value is at 0001
D0400001 0001 - And Unused Value is at 0001
81400000 0000 - Both Values are reset

For the first part I tied the value to a frame in a certain moves animation, in the second part, i used the frame before in order to establish that it would have to be a different time using the move in order for it to register.

So the Unused value will not be set to 0101 (0001 each if using 8 bit) until you use the Rockbottom a second time. On frame 0011 of the second time using the Rockbottom, the unused values will reset automatically.

Now for the tokis:

The reason why we set the unused values in the beginning is to reset the system, but to also set the tokis.

These are the tokis for the hacked Rockbottom

D0400000 0000 - Unused Value is at 0000
D115AF56 2E81 - Player 1 performs the grappling animation
81327848 5BFE - Sets tokis (ending animation)
D0400000 0000 - Unused Value is at 0000
D115AF56 2E81 - Player 1 performs the grappling animation
8132784A 0079 - Sets tokis (amount of frames) Player 2
D0400000 0000 - Unused Value is at 0000
D115AF56 2E81 - Player 1 performs the grappling animation
81327846 008B - Sets tokis (amount of frames) Player 1

These are the tokis for the default Rockbottom. The setup is mirrored from these last set of tokis, but they are on a different unused value.

We can leave the code like this, since the unused values will only change based on how many times the Rockbottom has been performed. No other move hacks will be activated as they are not tied into these values.

D115AF56 2E81 - Player 1 performs the grappling animation
D0400000 0001 - Unused Value is at 0001
81327848 9BAA - Sets tokis
D115AF56 2E81 - Player 1 performs the grappling animation
D0400000 0001 - Unused Value is at 0001
8132784A 0087 - Sets tokis
D115AF56 2E81 - Player 1 performs the grappling animation
D0400000 0001 - Unused Value is at 0001
81327846 008B - Sets tokis

Remember, in animation swapping and splicing, the tokis do not change unless there is an activator BEFORE the move happens to tell it to change itself. Though the movehack activates at 0001, it's tokis are actually activating at 0000, in order to be ready for the animation.

You can use this trick to have multiple move hacks for one wrestler, over one move. I am personally using this method to give some moves a more immersive, different feel, but it has plenty of other applications that can be used.




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Philbo Baggins
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PostSubject: Re: Stacking Move Hacks/Tokis onto one slot   Stacking Move Hacks/Tokis onto one slot I_icon_minitimeWed Dec 18, 2019 10:08 pm

extra notes from original Gen Hex:

Looking at some old toki guides and mixed it with my findings, here it goes.

We CAN have custom tokis (in theory).

8006b454 - player one animation check
8006b456 - ANimation frame check
8106b458 - part one of where the memory checks for tokis/polygon memory
8106b45a - Part two

It checks it at this location: 8029A000

The toki 1s begin here: 8029A090

So now it's all a matter of mapping out how many addys are needed to replicate the tokis and how to trick the game into check for tokis not based on animation, but grapple slot, which I think is possible.

Stack your activators on the toki check addys

Force it to check the standing animation

When it does, it will be re-routed to the unused section

Then we calculate how to emulate the tokis, just like we did the damage section.

The part I am worried about is the inital addy beginning at 8029A000 that effect the polygons, though I think re-routing won't do much if the originals are left in place.

It works! Tested this code:

8106B458 8040
8106B45A 0000

It re-routes where the game checks for toki 1s to the unused space at the end of the rom. It works! It automatically generated the poly values and left the rest blank, for us to write whatever we want.

So safe to say, at least for toki 1s, we can now make them wrestler specific and completely customized.

killacam:
Nice find!
I was wrong, these are the locations where it checks for an actual wrestler model. You can edit the polygons/movements of the model in real time. Here are the toki 1 and 2 (and three other) memory checks:
These are just copied from my notepad directly (I'll add a breakdown):

8006b746 - Where the checks begin

8006b750 - Part 1 of toki 2 check
8006b752 - Part 2 of toki 2 check
8006b754 - Part 1 of toki 1 check
8006b756 - Part 2 of toki 1 check

Checks tokis 2s at 80324fc0

Checks toki 1s at 8029a090

800a5368 - checks at 8006b746
8006b718 - checks at 8006b748
8006b730 - checks at 8006b74A

error at 80141058 - front special slot
err0r at 801412d8 - standing slot (change back to original check at beginning of standing animation)

D115AF50 0002 - Player 1 is Austin
D115AF56 37EE - Performing the Stunner Animation
8006B750 8040 - Part 1 of toki 2s check addy
D115AF50 0002 - Player 1 is Austin
D115AF56 37EE - Performing the Stunner Animation
8006B752 0000 - Part 2 of toki 2s check addy

D115AF50 0002 - Player 1 is Austin
D215AF56 2dd9 - Performing the standing animation
8006B750 8032 - Toki check is reset
D115AF50 0002 - Player 1 is Austin
D215AF56 2dd9 - Toki check is reset
8006B752 4FC0 - Performing the standing animation

Using the toki tool, I subtracted the Stone Cold Stunner's toki 2 address from where the toki 2s start in the memory (80324fc0), then added that to 80400000

New tokis:

81402854 0BC7
81402856 0047
81402858 9B16
8140285A 004D
81141058 FFFF

81141058 FFFF - there was an error every time at this slot, I'm assuming it's the front special slot, so I simply turned it off for the move and it worked. It'll need activators to be turned back on without glitching, but I was able to manipulate the frame count for the stunner with these new addys.

original stunner tokis:
81327814 0BC7
81327816 0047
81327818 9B16
8132781A 004D


So in order to write specific custom tokis with this method, you'll have to know the very next animation that comes for both players and reset their original slots accordingly as soon as the move ends.

But there's definitely more room to play with these kinds of things.

edit: My 1000th post is the first time custom toki 2s were used, neato.

edit (new): These are wrong but the checkers have other applications so I moved them here for further research later.
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