- I set some keys to do some stuff with the pause/p1 addresses at the bottom of the table (they're at the bottom so you can delete them and use the ones near the top if you'd rather not worry about pushing the wrong key).
Q - Decrease the value to p1 sprites/frames by 1
W - Increase the value to p1 sprites/frames by 1
E - Set the values of P1 X/Y to a specific value. It's intended for the far right side of the screen.
R - Set the value of P1 animation time to 0000, unfreezing the player's animations.
T - Set the value of P1 animation time to FFFF/65535, freezing the player's animations.
1 - Set the value of pause to 01, pausing the game (without the pause icon or the pause guy showing up).
2 - Set the value of pause to 00, unpausing the game.
- To rip sprites: pause the game when the animation starts (don't unpause it. It's actually easier to rip the sprites when the game's paused because the character's still affected when you change the values to X/Y position and sprites/frames), try to go back to the 1st frame, and then increase the value until you think you've ripped all the frames.
That's for sprites that don't make any extra effects appear. For the rest, make the character go into the animation you want to rip, copy the value displayed in P1 sprites/frames, and once the character's just standing there, pause the game, enter the copied value, and go from there. Gonna warn you though: when cycling through frames you'll usually encounter either blank frames or random unrelated frames in between the frames you want to rip for an animation.
- For effects: They're usually either at end of the animation, or at the end of the group of attack animations (keep increasing the value until you see them). Otherwise, try setting the value to 1000/4096, and checking around there. Miscellaneous effects are around there.
- Priority affects what layer a sprite is drawn to (you can hide almost everything behind the background layer with these). Here's a list of values you'll want to look out for (IIRC, they're not always in the same location):
0050/80 - Players. Near the top.
0078/120 - Pause icon/that annoying guy who blocks the screen. This one jumps around when you keep pausing/unpausing the game.
000C/12 - BG (set to 0040. Near the top by 007F/127)
0065/101 - Super Meter Border (4th in a group of 0065/101's)
0065/101 - Timer Numbers (3 in a group by themselves)
0065/101 - Super Meter Numbers/Bar (bottom 4 of a group of 0065/101's)
Effects will be hidden when you either hide the super meter or hide almost everything using the BG.
- About BG color thingy and BG color timer (they're what this game uses for palfx/bgpalfx):
2 of the 3 are used. Sometimes the 3rd one is used because one of the two doesn't always work.
BG color timer should be frozen to FFFF/65535.
For magenta:
1st, 4th, and, 5th ones should be set to FFFF/65535
For black:
2nd, 4th, and 6th ones should be set to FFFF/65535
- To turn off the music: Freeze music to 0, then pause and unpause the game. Some supers will cause the music to turn back on, so keep it frozen.
About ripping sounds:- Possible way to rip sounds: The pause address I added pauses the game without interrupting sounds, so you could use that to try and isolate sounds.
- To disable individual sounds: The addresses used for the sounds is inconsistent, so you'll have to use Artmoney to find them. Search for this sequence of values at integer 1 byte:
2E/46
71/113
61/97
76/118
You're searching for ".wav" with this. Player sounds AFAIK, are around the 3000000 range. What you'll want to do is click on an address and press ctrl+m to open the memory editor to that address. After that, you'll want to look for the name of the .wav you want to turn off and look somewhere past the file name for 01 (try searching for a ┌ in the text column, assuming it displays as that in your version of Artmoney) and add that to the table by clicking on it and pressing alt+t (this will stop working the next time you load up the game, so you may want to add these to a new table so you can apply an offset to get them working again next time). You'll want to set that to 02 (setting it to 00 causes it to interrupt other sounds that play with silence, cutting them off). You may come across a pair of addresses that use 01, in which case you'll want to set the value of the 2nd one to 02. The 1st one just causes your game to crash. Here's something to show you what I mean:
Example: If I want to disable yara KU DAMEGA.wav, I'd go to row 3E1C65C, column 7 and set that to 02.