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 Toki 2 Alternatives

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Philbo Baggins
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Philbo Baggins


Posts : 154
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Join date : 2019-12-18

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PostSubject: Toki 2 Alternatives   Toki 2 Alternatives I_icon_minitimeWed Dec 18, 2019 10:13 pm

Toki 2 Alternatives ZbWywrc

Credit to myself and jordy for helping me make sense of the damn frame counter. Jordy is a legend.

Offset for everything: 358

The following gif isn't remarkable, but the code that made it possible is very interesting, as it will have application on more than just animation swapping, many of these addies can be used with move hacks, as well!

However, for some reason, the ending animation addie do not effect passive moves such as standing, getting up, ect. Though it is possible to extend the frames of most passive animations.

This is the neckbreaker and DDT both occupying the same move slot, though the move has been completely replaced without using a single toki or IRN mod. We have used the in-match equivalents. This means that these hacks will have to be 4-player converted but at this point, there's no reason why that should be a problem. I like making spreadsheets.

So here's the move. Neat.

Toki 2 Alternatives KJ29lw8

The neckbreaker is replaced with the DDT. The animation swap mods automatically replace most of the toki 1s, so I have sound and ring effects automatically responding. (HBK does the same when Hogan hits him).

We have had to change the animation, frame count, ending animation, and the direction facing as well. We've done it all without tokis.

We start with the animation swap:

d115AF56 34bd - When Player 1 is performing the neckbreaker
8115AF56 3635 - it is replaced with the DDT
D115B2AE 34be - When Player Two is receiving the neckbreaker
8115B2AE 3636 -  It is replaced with the DDT

So far so good. But it isn't enough for a perfect replacement at all:

Toki 2 Alternatives AACePp5

There are too many frames, the ending animations are incorrect, and the facing direction of player two is off.

There are multiple ways to effect the frame and frame count, even the frame rate if you want to be meticulous. But to shorten the frames we'll add this code:

d115AF56 3635 - When Player 1 performs the DDT
d115AF58 0032 - At frame 32
8115AF52 0000 - Animation ends
D115B2AE 3636 - When Player 2 performs the ddt
D115B2b0 0032 - at frame 32
8115B2AA 0000 - animation ends

The result:

Toki 2 Alternatives C1zoth6

The ending animations aren't correct so we will change them. You will have to search your memory at 8015b19e in order to get the proper ending animation, as they differ from the values found in toki 2s.

d115AF56 3635 - When Player 1 performs the ddt
8115B19E 0014 - Ending animation
D115B2AE 3636 - When Player two receives the ddt
8115B4F6 0016 - Ending animation

The result:

Toki 2 Alternatives Zqr8fOh

The ending animations are fine but player is not facing the proper direction. We will modify it by searching 8015b4f2 (player two facing direction) and snagging the value when they take the vanilla ddt:

D115B2AE 3636 - When player 2 receives a ddt
8115B4F2 0ff8 - The facing direction is corrected

Finally, we have:

Toki 2 Alternatives 7hJBp5L

D115AF56 34BD
8115AF56 3635
D115B2AE 34BE
8115B2AE 3636
D115AF56 3635
D115AF58 0032
8115AF52 0000
D115B2AE 3636
D115B2B0 0032
8115B2AA 0000
D115AF56 3635
8115B19E 0014
D115B2AE 3636
8115B4F6 0016
D115B2AE 3636
8115B4F2 0FF8

The frames need to be correct to make it smoother, I just made this code to figure out how they function more. I am certain there is a way to splice moves using this method. I can splice animations into each other, but only from the beginning of the new animation. I haven't figured out how to splice them into the frame I want, yet. I think there certainly is a way, though.

I've also updated the player map post to reflect these new addies.
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