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The curb stomp, a request i did.; please comment?
Topic Started: May 22 2006, 01:05 PM (2,157 Views)
undertaker 666
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Main Event
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you mean with the tokis?
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D2A
Lower Card
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Here's a few Toki 1's for the Curbstomp:

802C3E66 008B
802C3E8A 008B
802C3E90 007A
802C3E92 007A
802C3E94 007A
802C3E96 0080
812C3E98 7AD2

Ok, I think it's best to show by example.

First, get the Toki 1 addys for the Release German Suplex (both players) write down all the values. This way you can see what needs to be added and/or moved.


NOTE: 812C3E70 0406 = 802C3E70 0004 AND 802C3E71 0006

Release German Suplex:

P1: 802C3E5C => starting addy

812C3E70 0406 => At frame 4, sound for "walking"
812C3E72 1449 => At frame 14, crowd noise
812C3E74 2747 => At frame 27, crowd noise
812C3E76 364E => At frame 36, crowd noise
812C3E78 4649 => At frame 46, crowd noise
812C3E7A 2F00 => At frame 2F, nothing
812C3E7C 0000 => (empty slot)

P2: 802C3E80 => starting addy

Starting addy + 10 = Addy for the frame at which table breaks...

802C3E90 0039 => Table breaks at frame 39

Starting addy + 12 = Addy for the frame at which contact with a weapon is made...

802C3E92 0039 => Move makes contact with weapon at frame 39

812C3E94 391B => At frame 39, sound for "hard" impact
812C3E96 4218 => At frame 42, sound for "regular" impact
**the rest are empty slots**

Since you used P2's Double-arm DDT animation, I'll use it as a template for P2's Toki 1's...

Double-arm DDT: (same deal)

P1: 802A9C48

812A9C5C 0706 => At frame 7, sound for "walking"
812A9C5E 0000 => (empty slot)
812A9C60 1A49 => At frame 1A, crowd noise
812A9C62 3F47 => At frame 3F, crowd noise
812A9C64 0000 => (empty slot)
812A9C66 2900 => At frame 29, nothing
812A9C68 0000 => (empty slot)

P2: 802A9C6C

802A9C7C 0044 => Table breaks at frame 44
802A9C7E 0044 => Move makes contact with weapon at frame 44

812A9C80 441B => At frame 44, sound for "hard" impact
812A9C82 4E19 => At frame 4E, sound for "harder-than-regular" impact
**the rest are empty slots**

In terms of effects, I only touched P2's, even still I only added the impact.

These two lines...

802C3E66 008B
802C3E8A 008B

...make P1 and P2 break away from each other alot later in the move.

802C3E90 007A => Table breaks at frame 7A
802C3E92 007A => Move makes contact with weapon at frame 7A
802C3E94 007A => No new effect, but the original effect has been moved to frame 7A
802C3E96 0080 => No new effect, but the original effect has been moved to frame 80
812C3E98 7AD2 => At frame 7A, ring ropes shake

I'll leave the rest to you, I'm sure you can handle it. Here's a list of crowd noises to choose from:

45 = Quiet and low crowd pop
46 = Quiet and high crowd pop
47 = Loud and low crowd pop
48 = Loud and high crowd pop
49 = Loud and low "Oh"
4A = Loud and high "Oh"
4B = Quiet and low "Oh"
4C = Long and quiet crowd cheering
4D = Long and loud crowd cheering
4E = After-scream
4F = Loud "Boo"
50 = (what the crowd yells when they hate someone...starts with 'as' and ends with "hole" )
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undertaker 666
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thanks for the explanetion. i'll create the tokis tommorow. thanks again for the small guide. i'll upgrade my other moves after this.
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HIW
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I used the code on the first page and it didn't work :-\
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Grantonic
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The one on the second page is what you want. I'm pretty sure.
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undertaker 666
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what pages? the hack on the first post should work well, what you discribe might be because the always animate code or something.
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snesmaster40
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Yeah I think HIW lacks the always animate code.
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HIW
Upper Midcard
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Ah, that's probably it then. Thanks.
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undertaker 666
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ok here's the updated code, with toki 1, also changed the camera angle.

D106B454 4074
D106B456 0000
8106B460 0111
D106B454 4074
D106B456 0000
8106B462 AC5E
D106B514 4075
D106B516 0000
8106B520 0111
D106B514 4075
D106B516 0000
8106B522 C72E
D106B454 4074
D106B456 0066
8106B460 010E
D106B454 4074
D106B456 0066
8106B462 8020
D106B454 4074
D106B456 006F
8106B460 00E2
D106B454 4074
D106B456 006F
8106B462 642C
D106B514 4075
D106B516 0074
8106B520 009C
D106B514 4075
D106B516 0074
8106B522 9320
812C3E68 0004
812C3E70 7518
802C3E72 0075
812C3E74 2700
812C3E76 7A4A
812C3E78 4600
802C3E90 0079
802C3E92 0079
812C3E94 7018
812C3E96 7A1B
812C3E98 7B1D
81329A2C 0200
81329A2E 008D
81329A32 008B

any better?
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snesmaster40
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Very nice
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