Ok, here's a little guide on how to poly hack.
As an example, I'm going to make a simple head hack, just two horns and a longer nose.
To make this, I need to know where the data is located. These addys shows the base address for the head polygons:
Head
P1: 800A5698
P2: 800A5C48
P3: 800A61F8
P4: 800A67A8
What you find there depends on where you are at the moment (SD Mall, menu, match, etc.). Also the address changes a bit depending on the wrestler displayed (it can vary if he's using different shapes). This is not too bad, though, as once you've decided what you use it will stay that way unless you edit your character again.
So, for example while viewing my caw in SD Mall (Head 01, Medium Body 01) I got this at 800A5698:
80267b20
There we find what we need for our character (again it can vary depending on the shapes you're using). You'll see something like this there:
3D 00 00 00 00 00 F6 FF E8 17 E8 0B 80 86 23 00
3D 00 FB FF 00 00 F6 FF E8 17 E8 0A 80 98 3D D7
Try to modify those values on the left (such as '3D' and FBFF) and see what happens (it updates in real-time).
Now, after experimenting I found what I needed here:
8126A1A2 0053 - >005A (horn)
8126A1E2 0053 - > 005A (horn)
8126A2A4 000F -> 0011 (nose)
The result:
I need these activators (x= wrestler ID):
P1 D1077794 xxxx
P2 D1077796 xxxx
P3 D1077798 xxxx
P4 D107779A xxxx
And here's my code
D1077794 0A12
D126A192 0053
8126A1A2 005A
D1077794 0A12
D126A192 0053
8126A1E2 005A
D1077794 0A12
D126A192 0053
8126A2A4 0011
I use as activator the wrestler ID and one of the default poly values nearby.
Ok, great we have the code and it's wrestler specific. But it's for SD Mall only (and P1). How do I make it to work on the other menus and in-match?
Well, go to the area you need and display the character (for example go to the main menu and wrestler select and display your character) and use these again:
P1: 800A5698
P2: 800A5C48
P3: 800A61F8
P4: 800A67A8
Check the address there and convert your previous code to adapt it. For example this is for the menu and vs screen:
D1077794 0A12
D121BF22 0053
8121BF32 005A
D1077794 0A12
D121BF22 0053
8121BF72 005A
D1077794 0A12
D121BF22 0053
8121C034 0011
D1077796 0A12
D12059C2 0053
812059D2 005A
D1077796 0A12
D12059C2 0053
81205A12 005A
D1077796 0A12
D12059C2 0053
81205AD4 0011
D1077798 0A12
D11EFCF2 0053
811EFD02 005A
D1077798 0A12
D11EFCF2 0053
811EFD42 005A
D1077798 0A12
D11EFCF2 0053
811EFE04 0011
D107779A 0A12
D11DA022 0053
811DA032 005A
D107779A 0A12
D11DA022 0053
811DA072 005A
D107779A 0A12
D11DA022 0053
811DA034 0011
I don't have time to do it now, but for the entrances and the match repeat the same proceeding.
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As you can see it's not very easy to make them, but for this hack the code is not too long (it modified only three values). You don't have to make the 4-player conversion for the menus if you skip the VS screen and for the entrances only P1 is needed (unless you hack a manager). That should help in case you want the code shorter.
Also, you can use ROM hacking (I did it for the spiked hair hack for example) and avoid using codes altogether. For that you have to edit a shape that is not also used by other characters of course.
Ok, that's it for this part. I will explain ROM hacking later and make other examples possibly.
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Update: here's a list of additional addresses. The values you find there point to the area used for P1's polygons.
800A55C8 Waist
800A55FC Chest
800A5630 Stomach
800A5664 Entrance?
800A5698 Head
800A56CC Upper Leg (trunks) (L)
800A5700 Upper Leg (knee) (L)
800A5734 Foot (L)
800A5768 Hand/Wrist (L)
800A579C Fingers (L)
800A57D0 Forearm (L)
800A5804 Upper Arm (L)
800A5838 Upper Leg (trunks) (R )
800A586C Upper Leg (knee) (R )
800A58A0 Foot (R )
800A58D4 Forearm (R )
800A5908 Hand/Wrist (R )
800A593C Fingers (R )
800A5970 Upper Arm (R )
800A59A4 Face?
800A59D8 Hat
800A5A0C Trunks/Waist?
800A5A40 Lower Back
800A5A74 Upper Back