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| The curb stomp, a request i did.; please comment? | |
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| Tweet Topic Started: May 22 2006, 01:05 PM (2,157 Views) | |
| undertaker 666 | May 24 2006, 08:51 PM Post #31 |
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Main Event
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you mean with the tokis? |
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| D2A | May 24 2006, 08:55 PM Post #32 |
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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 | May 24 2006, 09:08 PM Post #33 |
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Main Event
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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 | May 24 2006, 09:12 PM Post #34 |
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Upper Midcard
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I used the code on the first page and it didn't work :-\ |
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| Grantonic | May 24 2006, 09:14 PM Post #35 |
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PWG : Bringing the fans into wrestling, maybe just a bit too far
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The one on the second page is what you want. I'm pretty sure. |
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| undertaker 666 | May 24 2006, 09:22 PM Post #36 |
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Main Event
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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 | May 25 2006, 11:01 AM Post #37 |
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Legend
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Yeah I think HIW lacks the always animate code. |
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| HIW | May 25 2006, 02:01 PM Post #38 |
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Upper Midcard
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Ah, that's probably it then. Thanks. |
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| undertaker 666 | May 25 2006, 03:30 PM Post #39 |
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Main Event
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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 | May 25 2006, 05:25 PM Post #40 |
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Legend
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Very nice |
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