The Mugen Fighters Guild

Help => M.U.G.E.N Development Help => Tips, Tricks, Tutorials => Topic started by: Just No Point on April 07, 2005, 07:34:48 am

Title: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on April 07, 2005, 07:34:48 am
Okay this is going to (hopefully) be the (sp->)layman-ist tutorial ever :P Basically I will start off with a post and some people that want to use artmoney can interact and let me know any problems they have. People that know how to use artmoney can post the next phase of the tutorial but only people wanting to learn to use artmoney should reply saying that they succeeded or had a problem with what was last mentioned. Never tried a tutorial like this but I always thought it may work well. Experiment time. :D

Download Artmoney.
http://www.artmoney.ru/

Now I want a few people that are interesting in learning how to use artmoney to name a few games that we may use as reference. Whichever game seems to be amongst the most people I will start with that game and probably do a couple more (provided I have the game of course).

So name a couple of games and their emulator. No Neo Rage X :P


Feel free to post Artmoney tables here.
To use someone else's artmoney table you may have to find an offset. Sometimes artmoney tables will just work for you without you doing anything but this will show you what to do if they do not work. You will be required to know how to use artmoney a bit to do this. I generally find the timer value as it is usually the easiest/fastest. If that does not work I find an axis.


First thing you do is load up the artmoney table.

Next find any value that is on the artmoney table. If the timer or axis is on the table I already showed you how to find them above. Find one of them.

Next highlight the value you found then highlight the same value that was already in the table you uploaded. Right click and press "Apply the Offset to all"
Alternatively you can simply press Alt+A while both are highlighted.

(http://www.justnopoint.com/Tables/Tutorial/offset.jpg)

That's it. You can save your new table and it should work with your game from then on without you having to repeat this process. If you change computers or something you may have to do this again but it is simple enough.

Here are artmoney tables contributed:

http://www.justnopoint.com/Tables/

Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on April 07, 2005, 07:07:17 pm
Let's get this thing started. I'll direct link from Joram's site on a few things :P
The next 2 pics and information come straight from Joram's tutorial's page (http://www.zweifuss.com/tutorial.htm). (main site) (http://www.zweifuss.com) There is no reason to remake these as he did an excellent job describing the images :yes:

(http://www.justnopoint.com/forum/index.php?action=dlattach;topic=314.0;attach=869;image)
Joram"Zwei Fuss" Nowak said:
The marked areas on the screenshot are of importance and I'll just briefly describe them here:

1 - 'Search' - Search will be used to look for values in memory. This will only be used the first time you search for a new value, every new search for this value will be searched for using the 'Filter' button.

2 - 'Filter' - This is used after 'Search' is used once. It filters the searches down based on certain criteria, which will be expanded on later.

3 - 'Process Selector' - Using the pull-down menu here, select the running Chankast process. This tells ArtMoney which process to search in.

4 - 'Found Addresses Window' - If you tell ArtMoney to do so, it will dump all the found addresses in here. Usually it's not a good idea to do this at the very start of the search, as thousands of unintelligable values will be dumped here on the first search.

5 - 'Address Editor Window' - Here is where you'll be editing the addresses. The arrows between these two areas push all the values to this window. The top one puts the selected values in the left window to the right, while the bottom one puts all of them in.

6 - 'Load' - This loads up an ArtMoney table. I will provide you with some that I have done, with help from JJWE for some addresses.

7 - 'Save' - Save the table once the values have matched up with your PC. This will be explained later.

Now if you want to mess around with options go ahead. I'll highlight the areas of interest for you
(http://www.justnopoint.com/zweifuss/tutorial/tutorial04.gif)
Joram"Zwei Fuss" Nowak said:
In the 'Additional' Tab, The top portion played a great role for me when I was ripping 'non-flashing' Gill way back when I first started using ArtMoney. But after I discovered the animation test method, I sort of disregarded this part. Either way, I found the values above for refresh-time and freeze-time to be good enough to hold the freeze on Gill to prevent him from altering his colour. You see, if these values aren't low enough he would rapidly switch between colours even if I had his colour address frozen! This happened because as the game was feeding him his new palette, ArtMoney wasn't quick enough to turn it back to the value I had frozen. So that's why they have to be low to work. The bottom box I highlighted is useful if you want to see the addresses in Hexadecimal mode. It's just nice sometimes to be able to see how the game works, because this is much closer to actual program code than the Integers we will be using.

I'll leave this post being all of Joram's work. After all he did make the 1st and best tutorial ^_^ (well that I know of :P)

I'll begin gaining screenshots and posting the 1st 3 steps you will learn.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Hoshi on April 07, 2005, 08:04:14 pm
I've come across this before and didn't know how to fix it until recently.

The "Select Process" bar is replaced by a "Select File" bar, like so:
(http://2dmirage.250free.com/am1.png)

Click options, then select "Process", then ok.
(http://2dmirage.250free.com/am2.png)

Yeah it's easy to do, but I'm sure some people have had the problem and didn't know how to fix it. :P
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on April 07, 2005, 08:15:46 pm
Now that you have learned what everything is and how to set some options up lets go to what I usually start off doing when I first get a game.

Trying to find the 1st value the fastest. The fastest easiest value to generally find in a fighting game is the timer.

So load up SFA3 on kawaks and select the game from the list in artmoney.
(http://www.justnopoint.com/Tables/Tutorial/select1.jpg)

Now get to the fight.
(http://www.justnopoint.com/Tables/Tutorial/sfatimer.png)

Click "SEARCH" in artmoney.

Go to custom and set artmoney to only search for 1 and 2 bytes.
(http://www.justnopoint.com/Tables/Tutorial/custom.jpg)
(http://www.justnopoint.com/Tables/Tutorial/1-2bytes.jpg)

Since in the SFA3 image above the timer is at 99 before we begin the search we want to search for that exact value.
(http://www.justnopoint.com/Tables/Tutorial/Exact%20Value.jpg)

Now click "OK" to begin the search.
(http://www.justnopoint.com/Tables/Tutorial/search.jpg)

Now let the clock go down to 98 in the game.
(http://www.justnopoint.com/Tables/Tutorial/sfa398.png)

This time you will push "FILTER" and search for the exact value 98.
(http://www.justnopoint.com/Tables/Tutorial/filter%2098.jpg)


You will find 1 value.
(http://www.justnopoint.com/Tables/Tutorial/found.jpg)

Add it to the list on the right with either arrow. The Red arrow will add whatever is selected and the green arrow will add everything.
(http://www.justnopoint.com/Tables/Tutorial/Add.jpg)

Now you can name that value whatever you like and save it so you will always have it. You can alter the value 99 to be any number and the timer will change correspondingly.
(http://www.justnopoint.com/Tables/Tutorial/save.jpg)

If you want to freeze the timer all you simply have to do is click to the left of the name under the "F"
(http://www.justnopoint.com/Tables/Tutorial/freeze.jpg)
This wraps up this part of the tutorial. Feel free to ask questions I don't want to leave anyone behind.

In the next post I will tell why finding this value 1st will help save you time on future values and we will find Ryu's X and Y axis.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on April 08, 2005, 06:11:13 am
Go back to this step and change the search to only find values of 2 bytes.
(http://www.justnopoint.com/Tables/Tutorial/1-2bytes.jpg)
We won't be needing 1 bytes anymore since we are not going to search for anymore exact values.

Now look at the time's address.
(http://www.justnopoint.com/Tables/Tutorial/Address.jpg)

Generally all the game data you will be looking for will now be near this number. So instead of lengthy searches and thousands of results to filter through let's try to narrow it down abit.
Go to options>Searching and I will search in between the range of 00000000 and 02000000
(http://www.justnopoint.com/Tables/Tutorial/searchadd.jpg)

If by chance I can't find the timer on some games or the game does not have a timer *cough* Melty Blood *cough* I locate the X axis as default instead. Now we have a range to look in it shouldn't take too long to find.

Go to "SEARCH" again.
This time we will look for an unknown value.
(http://www.justnopoint.com/Tables/Tutorial/unknown.jpg)
Search away.

After it finds all possible take player 1 (Ryu) and move him to the right abit.
(http://www.justnopoint.com/Tables/Tutorial/sfa3before.png)
                                     V
(http://www.justnopoint.com/Tables/Tutorial/sfa3after.png)
In every game I have tried so far walking to the right increases the value and walking to the left decreases it so you can mix these up to filter down the values to be more tolerable.
(http://www.justnopoint.com/Tables/Tutorial/increased.jpg)

I found 1279 values. That is way too many so I will move Ryu again.

Move Ryu (or homever you are) to the left and right filtering for increased valus and decreased values accordingly. You may also unpause the game and keep Ryu still and filter for a value that "was not changed". I filtered about 7 times and came up with 30 addresses.
(http://www.justnopoint.com/Tables/Tutorial/foundtwo.jpg)
I see 2 of these 30 addresses start with 00E so I am almost certain it will be one of these 2 addresses.
I select those two and push the red arrow to only move the selected and I freeze the values.
(http://www.justnopoint.com/Tables/Tutorial/addtwo.jpg)
(http://www.justnopoint.com/Tables/Tutorial/froze2.jpg)

Notice Ryu cannot move to the left or right. We found the value. Unfreeze one and see if he still sticks. I unfroze value 23 and he still did not move so value 24 is his X axis.
Rename it and save your new table. Now you can manipulate that number and move player 1 around. It will work on any player 1 not just Ryu.
(http://www.justnopoint.com/Tables/Tutorial/saveX.jpg)

Finding player 1's Y axis will be just as easy.
Search again for "Unknown Value"
This time make Ryu jump.
Any time Ryu is going up his value is increasing and any time he is going down his value is decreasing.

So say I jump and pause the emulator and filter for "was increased" when he starts to fall I can filter for "was decreased".

If you just don't make him jump you can filter "was not changed" since his Y axis did not move. You can even move him left and right and filter for "was not changed" because as long as he isn't moving up or down his Y axis is not changing.

I don't think I need images to show this. Just do pretty much exactly like you did when finding the X axis.

Let me know if you do need visual references to help find the Y value. After you find it you can freeze player 1 in the air. Move him around the air with the numbers and have hours of fun  :D
Remember to always save anytime you find a new value.

These methods will work to find player 2's X and Y values as well.
(http://www.justnopoint.com/Tables/Tutorial/yay.jpg)
YAY!

Let me know if you have any questions thus far. The next update will be the part everyone has been waiting for. Freezing animation values to cycle through all sprite. Yipee skippy
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: XGargoyle on April 09, 2005, 02:53:55 pm
Some "minor" stuff:

- Loona: Artmoney can allow you to disable layers, so there's no need for you to have an emulator with layer disabling features. It may be tricky to find the right address, but if you find an animated element in a background (such as a walking person) you can search for its offset and put it offscreen. The remaining addresses for static BG elements will be in a close range to the animated one. Example: if an animated BG element has this addres (00364B), usually the other bg elements have addresses like 00364C, 00364D, 00364E, 00364F, 003650..., and the same in the other way around.

Sample:
(http://xgargoyle.mgbr.net/SNAG-0012.png)

- TDS: I think you should mention this. Many emulators (MAME, Kawaks...) store their addresses in VRAM. What does it mean? It means they change anytime you boot your computer, so stored values in tables won't work.

This problem affects many people, but there's an easier way to solve that other than searching the same values again and again.

You must have a "reference" value in your table, usually the fastest one to find (in 2 or 3 steps). I always use the timer as the reference value, but for other games I use the player ID or the score.

When you load a table and the stored addresses don't match the real values then it means you must fix the table. To do that, you have to find your reference value. Once you've found it, select it on the results table (don't import this value to your table) and also select the reference value in your table. After highlighting both addresses, click the right button of your mouse and select "auto-apply offset to all".

That will adjust all the stored addresses using the offset difference between your old reference address and the new one. Once you've done that you will be able to continue working with your table. Hint: save the table once you've fixed it. If Artmoney crashes during the search process, at least you won't need to fix the offset again.

Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Hoshi on April 11, 2005, 09:18:55 am
Now just for the record, the method for finding the various x and y axis can be used for other games, correct?
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: VinnyJ on April 11, 2005, 10:17:43 am
You have to set a "saving pointer" to make your table work 100% of the time without having to apply an auto-offset on every restart, the way to do this, is in the Artmoney - User Manual.
(It's presented in the same format that TDS has posted this tutorial)

I would post this method, but if you're following TDS's tutorial, you already have the manual and can look it up.  ;)

Hoshi: Yes.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Tekkaman Blade on April 12, 2005, 07:34:10 am
Good shit!  :o I been tryin to get results with Artmoney usin joram/zweifuss' tutorial. His is too specific (though helpful). So far I have managed to get the x and y axes, though the counter is elusive? I am trying Kawaks running Marvel vs Capcom...Keep up the good work.

A question: anyone know the relation between the addresses you get in artmoney and those specified in shot factory (Kawaks)? They don't seem to be the same...
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: BlackJack on April 12, 2005, 07:37:45 am
A question: anyone know the relation between the addresses you get in artmoney and those specified in shot factory (Kawaks)? They don't seem to be the same...
I don't think these addresses are related.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bane84 on April 12, 2005, 09:22:34 am
Question:  Does this method work in other games?

Answer:
http://www.geocities.com/bane84mugen/artmoney.gif

Yes it does.  I have been able to isolate memory addresses for the P1 and P2 X and Y axis, jumping velocities, and the timer.

This game also runs in a DOS based console window.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: VinnyJ on April 13, 2005, 06:45:13 am
The only thing I get annoyed with is, when certain values refuse to stay frozen.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Messatsu on April 13, 2005, 06:51:40 am
I have a theory that that is dependent upon your processor speed.  On my old computer, I couldn't freeze anything, but once I bought my laptop, everything froze. :sugoi:
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: VinnyJ on April 13, 2005, 06:56:50 am
Processor speed is 2Ghz, 1GB of RAM, mang.  values should freeze...

Quote
4. I found the memory addresses of all the resources, but when attempting to freeze them or to change them your program will change the value, then the game will update with the old values again a few seconds later. What to do?

 Value can be coded. Use "Search of coded value".

Late Edit: Values still don't freeze...  --;
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bane84 on April 13, 2005, 08:11:32 am
I think it actually depends on the game...

I've tried searching for addresses in WWF Wrestlemania the Arcade Game, but nothing...
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Aztec Soldier on April 13, 2005, 09:07:31 am
Yeah, I figured as much.
There has to be something to get around this.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Messatsu on April 14, 2005, 01:46:21 am
How do I keep mahns from not jittering in MVC2??  The artmoney table doesn't offer much of an explanation.  :deal2: I'll clean cvs2 estilo Vega (US Bison) if you rip him. :deal2: [font size=0pt]can't find cvs2 torrent[/size]


Aztec_mahn: use Kawaks cheat finder for something first, then use artmoney to find that value that you have displayed, but remember to pause it when you do it. :ninja:
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Messatsu on April 14, 2005, 03:06:36 am
Doesn't worked.


Timer 01E29630 (plus bias) frozen at 255 does nothing. :(
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Messatsu on April 14, 2005, 04:12:44 am
He didn't include it! >:(  Now, who to rip...
Title: Interactive Artmoney Tutorial, Part 5
Post by: Just No Point on June 03, 2005, 06:02:59 pm
Cycling through the sprites.

I got tired of searching in the large range I showed above. I know all the values will begin with 00E now so I am only gona search in that range. In capcom games I havn't found anything game related outside of the range you find the axis and timer values.

In Melty Blood the screen turning dark effect was FAR away from the rest of the game data so this means narrowing down the searches may not ALWAYS find a certain value depending on how it is stored in certain games.

In every game I have tested the numeric values of the stance are smaller than the duck, which is also smaller than an attack. Knowing this can be very usefull in isolating the sprite and animation values.

First search for Unknown Value while your player is standing.


Next make your player duck and FILTER for INCREASED VALUE


Next make your player attack and FILTER for INCREASED VALUE again

Now go back to duck and FILTER for DECREASED VALUE


Now go back to standing and FILTER for DECREASED VALUE

Now go back to ducking and FILTER for INCREASED VALUE (basically you started over)

Keep repeating these steps till you have narrowed your search down enough for your liking.
Once again you will use the freeze option to find the value

Once you freeze the correct value your player will not move (animate) anymore. They may just kinda jitter as if they are trying to go to their next frame. In some games like for example SF3, SFA3, CVS2 on Dreamcast, SFA3 on PSX, and MB ReAct you can cycle through the sprites while the game is paused. Elliminating the jitter problem.

In some games (such as Melty Blood ReAct) the sprites are set up in two groups. One for animations and one for each frame in those animations.

That means to cycle correctly you will need both values. You will Change animations with one value and change the sprite in each animation with the other value.

If you find yourself missing a lot of frames while cycling from the method I gave above then that MAY be your problem.

Try filtering each frame of a punch or a kick. Frame 1 will be lees than frame 2 and so on.

To cycle through the sprites you will need to know how much a value increases to get to the next frame. With most games this is a fairly fixed amount.

To find this do what I said above. Take a punch or kick and see how much the value increases per frame.

Example:


See how in the 1st frame of the punch the last two digits were 50 and then in the second frame of the punch they were 70?
That means that if you add 20 to each value you can go to the next frame.

The easiest way to do this is to make a shortcut button.
You want it to be something that does not interfere with the emulator/game. CTRL+Z or CTRL+X are the two buttons I generally set the most.

Here's how we do this.
Click the integer of the Frame Value.

Click disable next to the words "Add to Value" and in the box that appears press the keys you wish to set as the hotkeys.

Now just type in the number the value needs to increase eaxh time you press the hotkey. In this case it is 20.
To go back 20 type in -20.

Press OK and you are done. When you save your artmoney table this will be saved as well.

In the next tutorial I will show you how to get rid of that pesky jitter.

Remember to ask if you have any questions.

Oh I almost forgot. In some games every few groups of sprites will crash it once it reaches that group. You may have to find another frame that you didn't get to see where new groups are. For example in Vampire Savior every time you get to a new group and the game resets simply add 4 to the value you was at during the crash and reload.

Keep practicing and you will figure it out. Feel free to add any tips.
Title: How to use Artmoney tables
Post by: Just No Point on June 03, 2005, 04:28:26 pm
Feel free to post Artmoney tables here. Me or DavidGee will add them to this post.

To use someone else's artmoney table you may have to find an offset. Sometimes artmoney tables will just work for you without you doing anything but this will show you what to do if they do not work. You will be required to know how to use artmoney a bit to do this. I generally find the timer value as it is usually the easiest/fastest. If that does not work I find an axis.


First thing you do is load up the artmoney table.

Next find any value that is on the artmoney table. If the timer or axis is on the table I already showed you how to find them above. Find one of them.

Next highlight the value you found then highlight the same value that was already in the table you uploaded. Right click and press "Apply the Offset to all"
Alternatively you can simply press Alt+A while both are highlighted.

(http://www.justnopoint.com/Tables/Tutorial/offset.jpg)

That's it. You can save your new table and it should work with your game from then on without you having to repeat this process. If you change computers or something you may have to do this again but it is simple enough.

Here are artmoney tables contributed:

http://www.justnopoint.com/Tables/

JoRam's SF3 TS Table DC (http://www.justnopoint.com/zweifuss/third%20strike.amt)
JoRam's Home Page (http://www.justnopoint.com/zweifuss/)
JoRam's SF3 ripping tutorial page the table can be found on (http://www.justnopoint.com/zweifuss/tutorial.htm)
Title: Re: How to use Artmoney tables
Post by: Just No Point on June 18, 2005, 04:55:02 am
Updated the MVC2 table
http://www.justnopoint.com/Tables/MVC2.amt
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on March 01, 2006, 01:15:37 am
Wow an update.
BTW this
Quote
Warning: this topic has not been posted in for at least 30 days.
Unless you're sure you want to reply, please consider starting a new topic.
was a neat new addition to the forum I never knew of =P

Spoiler, click to toggle visibilty
Let's stop the sprites from jittering so much. In games where you can frame advance it is super easy.

What we are going to do is locate the tick value.
Pause the game on the very first tick of an animation.
It's even easier if you know how around how many ticks a frame of animation lasts.
(http://www.justnopoint.com/Tables/Tutorial/1-2bytes.jpg)
Start by unchecking Integer 2 bytes so you only search for 1 byte values.
In all games I have found this value in it is one byte.
(http://www.justnopoint.com/Tables/Tutorial/Standtick.jpg)
I know Ryu's standing frames have less than 10 ticks each so I will search using the Range of Values option.
(http://www.justnopoint.com/Tables/Tutorial/Range.jpg)
Search then frame advance once. In Kawaks you hold SHIFT and press SPACE.
Now FILTER for an unknown decreased value.
(http://www.justnopoint.com/Tables/Tutorial/decreased.jpg)
I found 5 values.
Just go in and change some to 99 till you find the value that makes the character stop jittering.

Now you are ready to start ripping.

For this game I located the axis for the lifebars and superbars and I move them off screen.
To find this axis simply search when the round begins as the lifebars go down and the super bars come up.
Now use shots factory.
(http://www.justnopoint.com/Tables/Tutorial/tools.jpg)
Go to tools -> Shots Factory
You'll see a screen that looks like this.
(http://www.justnopoint.com/Tables/Tutorial/SFactory.jpg)
Use the layers buttons to remove most of the backgrounds.
(http://www.justnopoint.com/Tables/Tutorial/layers.jpg)
Uncheck the boxes to remove shadows and the left over BG ellements.
(http://www.justnopoint.com/Tables/Tutorial/removed.jpg)
Finally fing the Y axis for player 2 and move them off screen and you have a clear screen to rip from.
(http://www.justnopoint.com/Tables/Tutorial/pinky.jpg)
I don't worry about the text in the upper corner because as you frame adance and the boxes that remove layers move around it will come back over and over.
It's simpler just to make a script in your favorite paint program to remove the text.

Now with the game running all you have to do to rip is frame advance -> screenshot (Ctrl+P) repeat. Remember to keep your frame value frozen just in case Kawaks crashes. Also making save points in kawaks frequently is a good idea as well.

I believe this should conclude this tutorial. Let me know if you have any questions. You can use artmoney to find all sorts of values from most any game.

If you want my artmoney table for this game you can get it here.
http://www.justnopoint.com/Tables/SFA3Kawaks.amt
All my tables are here
http://www.justnopoint.com/Tables/
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Not Bastard Renzo F on March 01, 2006, 02:00:11 am
Maybe you can take this as a contribution to your tutorial.

Is very game specific, but at least for SFA3 / CPS2 I found a better method to disable background objects & life/power bars (White BG though). Of course tile disabling works, but sometimes, when new objects appear onscreen some parts of the characters blink.

BTW, this cheat code is derived from Mike Haggar's cheat files (http://) for Nebula/Kawaks.
Just add this to your sfa3.dat cheat file, found in cheats dir of Kawaks/Nebula, and activate it.


Name=Characters only
0=Disabled
1=Activo,FF812A,0B, FF8125,FF
Default=0

Just replace the # for a valid number. Remember: the cheat # works as the mugen triggers work: The numbers should be consecutive to work.

Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: BatosaiX on March 12, 2006, 10:57:26 pm
I've been trying to make artmoney work for weeks now for CvS2 but i can't find any values for anything...i do the search it  says all possible...then i do what you said in the tutorial but it always returns 0

how do i fix this? anybody?
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on March 13, 2006, 02:03:52 am
The easiest thing to do is search for the timer.
http://mugenguild.com/forumx/index.php?topic=28777.msg264254#msg264254
Can you not do this part? If you can just do this part then you can use my artmoney table I uploaded to share.

Go to this
(http://www.justnopoint.com/Tables/Tutorial/searchadd.jpg)
and search in the ranges of 01E00000 ->01F00000

And make sure to search for intergers of 1. In CVS2 this should quikly find the timer value. While using what I quoted to search of course.

Let me know if you are still having trouble with this.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Cyanide on March 13, 2006, 02:35:04 am
just something minor about life/power bars as well. If you head into video options>disable>layers and disable sprite layer 7 it gets rid of them. In Kawaks at least.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on March 13, 2006, 05:08:48 am
You know. I never knew that O_O

Now I can rip from Pocket Fighter with no problem, if it works on that game.

Test tomorrow.

Thanks again Cyanide ^^
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Cyanide on March 13, 2006, 05:33:47 am
Just before you check, went through all my games

works in

MSHvSF
MSH
XMvSF
MvC
XM:COTA

Fails in
Vampire Saviour 2 (disables bars and characters)
SFA2 (disables bars and characters)

I'm not sure where pocket fighter falls in terms of release date or whatever it may be something to do with that or hardware in use. I'd hate to have gotten your hopes up too high.

|
|
V
Answers that question  :-\
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: PotS on March 13, 2006, 05:37:04 am
in pocket fighters the chars, bars and bg anims are all in the same layer
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: BlackJack on March 13, 2006, 08:21:13 am
You know. I never knew that O_O
That works for NeoGeo games too (but who use these games, nowadays, when we can play button-mashing Capcom ones? :P), and not only on Kawaks but also on Nebula (and maybe on NeorageX, but I haven't used that one for years ^__^ ) .
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Lasombra Demon on March 16, 2006, 03:39:19 am
Well, my little contribution to this thread:
While ripping from Mutant Fighters via Mame, I couldn't disappear the enemy's frames, thus making impossible for grapples to be ripped properly.
I found a rather silly solution for this, yet it took quite a while to figure it out.

If you can't "shut down" the image of one player to rip, just move its X axis long enough as to be able to isolate that image from the other player/s. That should do the trick for most MAME games.

Sorry for the revival. :blush:
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Cyanide on March 16, 2006, 05:44:17 am
I feel slightly proud of myself now. I've managed to find the timer in primal rage rev 2.3 and i THINK i've found p1's X axis. Only trouble is p1 continuously flickers between the axis he'd be at after i push buttons and the frozen one. Would this be due to incomplete emulation of the game or because i'm missing a few values? With the search i get about 6 values that all change to the same thing. They also change when i jump up which makes things oddly awkward.

Any ideas for stopping the jumping round?
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on March 16, 2006, 06:01:10 am
The characters will still move around like that even if you have locked their axis. This is normal.

If you can step frame in MAME then this is how you would want to rip the sprite (provided you cannot find the frame values to cycle the sprites).

Every time you move in a direction artmoney will take about 1 step frame to return to the original axis.

You can also try to find the velocities and tweak them. In SFA3 and DS3 games the velocities stay the same even after you release forward so you don't actually have to look while walking, running etc. Just walk one way then another searching after each walk.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: felineki on April 21, 2006, 10:50:03 pm
I can't even get the Timer to work. What the hell?
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on April 22, 2006, 04:40:01 am
What game? Try SFA3 1st until you get the hang of it.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: felineki on April 22, 2006, 07:13:17 am
Was trying Super Turbo. I followed the instructions as best as possible, but maybe I screwed up somewhere along the line...

I changed all of the ArtMoney settings that were brought up, started up Kawaks with Super Turbo, paused it with the timer at 99, selected Kawaks from the process selector, then searched. I got a bazillion values, as expected. So I go unpause Super Turbo, then pause it again when the timer reached 98 and filtered. At this point one of two things happened; either I got *no* results, or I got one or two that apparently were not the timer, because when I checked the "Freeze" option and went back to Super Turbo, the timer would still count down. Tried the whole process several times, and the end result was always one of the above two outcomes.

Maybe I'll try SFA3 and see if I have better luck, buit I have this feeling that I'm just making some sort of stupid error that I'm overlooking.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on April 22, 2006, 12:24:21 pm
I never tried searching in SSF2T. There are some games that you can't find the timer using this method. That is why I wanted you to try SFA3 1st just to get the hang of artmoney so you will know whether or not you are searching correctly.

If you can't find the timer skip to the next step and try the X axis. I have not found a 2d fighter that makes it hard to find the X axis yet.
Once you find a value you can begin searching within a certain range and start limiting out a bunch of results quicker.

Also I have not tried this yet but in the new version of artmoney there is an emulation search that is supposed to be able to assist you somehow.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: VinnyJ on April 22, 2006, 01:38:07 pm
Quote
Also I have not tried this yet but in the new version of artmoney there is an emulation search that is supposed to be able to assist you somehow.
It works, searches are reduced to the Emulated machine's RAM, so searches are instant.
But the hard part is finding the Zero address for emulator not in the artmoney.emul file.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: felineki on April 22, 2006, 07:38:44 pm
X Axis worked. I frozed teh Akuma. :D It's so funny to just watch him waddle in place like that. And after narrowing the search using the address I found, I was able to find P2's X axis rather easily, (and very quickly) too. Looks like I'm off to a good start! Thanks for the help.

Oh God, you can get some hilarious stuff to happen while searching for these values. Akuma is currently flopping about like a fish, because he keeps repeating his "get knocked down" state ad nauseum.

Now I've got him throwing stationary and backwards fireballs >D. I'm not having much luck finding character Velocities, but I'm sure having a lot of fun along the way.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bastard Mami on April 28, 2006, 07:30:19 am
to look for the x velocity i suggest.

look for 0 while in the standing state.

walk forward, look for increased value.

keep on walking forward, look for unchanged.

stop, look for 0 again.

walk backwards, look for decreased.

keep on walking backwards, look for unchanged.

use your imagination :P

Y vel is almost the same, except that you will not look for unchanged but.

look for 0 while standing.

jump up, while rising look for decreased.

look for increased while jumping up.

once you are going down keep on looking for increased.

this might be tricky, as the half tickpresent in capcom games can fuck up a perfectly made search. you can do this tick by tick, and when you notice a half tick (usually a jerky movement that has twice the vel), just stop searching and restart the move or skip the tick.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: felineki on April 29, 2006, 08:45:44 am
I think I've found a way around the half-ticks by using a cheat code that plays the game at the slower SSF2 speed. Doesn't seem to do any skipping at all.

Thanks for the velocity tips.  :)
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bastard Mami on May 02, 2006, 08:13:12 pm
I think I've found a way around the half-ticks by using a cheat code that plays the game at the slower SSF2 speed. Doesn't seem to do any skipping at all.

Thanks for the velocity tips.  :)

SHARE CHETA CODE LTHNXPLZ ! ;P
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Cyanide on May 03, 2006, 02:50:56 am
Assuming that was actually serious the lines from my cheat.dat for that are as follows

[3]
Name=Game Speed
0=Disabled
1=Slow Speed,FF82F3,01
2=SSF2 Speed,FF8CD2,FF
3=Max Speed,FF8CD2,00
4=Ultra Speed,FF82EC,01
Default=0

That cheat archive zip made a large number of ripping tasks much easier. Namely stage choice.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Kensuke on June 24, 2006, 08:00:02 pm
Not sure if this would be the right place for this but it is relavent to the topic so...

In Asura Blade and some other non-cps related games one cannot find the timer, and the axis can't be found either....

When you search for an unknown value, nothing shows up.... is there any solution?

If one has located the continues and the wincount counter.... is it possible to find the other values such as axis timer and background with those?
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: PotS on June 25, 2006, 04:19:11 am
Not sure if this would be the right place for this but it is relavent to the topic so...

In Asura Blade and some other non-cps related games one cannot find the timer, and the axis can't be found either....

When you search for an unknown value, nothing shows up.... is there any solution?
are you sure you searched in all the address range?

Quote
If one has located the continues and the wincount counter.... is it possible to find the other values such as axis timer and background with those?
sort of, once you find something you know in which address range to search for more
like, if you find the continues at 00123456, you know that the rest of the stuff is probably somewhere between 00120000 and 00130000, so you start searching just in that range instead of everywhere
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Tom Servo on June 25, 2006, 09:09:14 am
I'm trying to rip sprites from Samurai Shodown IV, I would rip from SSV, but I can't get it to emulate in anything except NeoRageX.

Anyway... is it possible to cycle through the sprites in that game like it is in Alpha 3? Even when freezing the X axis, and the y axis, it's tough to grab some sprites.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Kensuke on June 25, 2006, 10:43:50 pm
I found the x-axis however... for some reason the unknown values search does not work still... the filter for unknown values works but the search doesn't...

is this a bug in artmoney?
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Tom Servo on June 26, 2006, 12:24:28 am
From what I can tell, if you search for unknown values... it will get every possible value.  It won't display them in the left bar at all though, probably because that list would be obsurd.  So you can filter after that initial search.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: MadkaT on August 16, 2006, 04:28:48 pm
Hi, I'm trying to use it with the KOFKyo PSX game, but I only can find numeric values, like timer, pow energy, all values identified graphically by numbers, the game is RPG based, the player doesn't have the control of the char movement, and the sparks are video files, can you help me with this? I've tried many times, but i can't get another values like pos, o lifebar data, or disable the videos, anyone has trying with this game? Or any other KOF game? The tables would have some similar values... or not? Thanks.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: GodmKen on January 26, 2007, 07:59:38 pm
damn a year after this has been dealt with i had to come along and that artmoney link isnt working no more well not for me at least
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Captain Blue on January 26, 2007, 08:17:48 pm
One issue: I tried what was posted about the 99 to 98 thing. I tried it, and I got no results when I searched. Killer Instinct is obviously a lot harder to get the info from XP. Can I please get some help?
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Captain Blue on January 29, 2007, 03:29:09 pm
I know this is a double post, but I SERIOUSLY need to know how exactly to scroll thru character animations in Killer Instinct since I have no idea how to get the X-axis since the timer can't be found when I use the method in the guide.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Messatsu on January 30, 2007, 11:24:34 pm
Focus your search on only one of the digits then.  Different games store values differently.  Searching for exact values isn't necessary and may give bad results.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on January 31, 2007, 02:47:16 pm
Quote
If by chance I can't find the timer on some games or the game does not have a timer *cough* Melty Blood *cough* I locate the X axis as default instead. Now we have a range to look in it shouldn't take too long to find.

I got an email asking for specifics on MVC2 ripping.
So I'll just quote my reply.
Quote
You can use anything I make without restriction. Feel free to add to my artmoney table and share it with others.
Below is my reminder text for ripping.
 
154
111
freeze value = 300
 
Anakaris Frame value to produce Black Screen 1198 then increase 2 values
 
154 & 111 are the #s needed to scale the characters correctly.
 
To rip do a super jump in the air, pause the game and set the Freeze Value to 300. Make sure to pick Anakaris for Player 2 and set his sprite value to 1198. You want to be on the clock stage so you can get a grey BG. Unpause the game.
Your character should be frozen in the air and the background should be gone. If the background is not gone try frame advancing P2 (Anakaris's) value 1 to 2 times.
 
Once you have your character frozen in the air with the bg removed you can start from 0 with player 1's value and frame advance till you run out of frames. Chankast will crash or lock up.
 
Turn it back on and repeat with another character. Please share anything you rip. And good luck.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Captain Blue on January 31, 2007, 04:26:54 pm
Focus your search on only one of the digits then.  Different games store values differently.  Searching for exact values isn't necessary and may give bad results.

Got both the X and Y axis along with the timer. However, it may take a while for me to scroll thru the animations since The Dreamslayer's explanation of how to do that left me :stars:
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Captain Blue on February 09, 2007, 05:18:59 pm
Messatsu, would you be so kind as to help me? TDS left me confused, and you seem to know a ton of info when it comes to ArtMoney...
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Messatsu on February 09, 2007, 05:58:08 pm
Many games have animation values that increase between the idle animations and the attacks.  That might give you a clue.  To seperate some values from others, I'll say value didn't change on the crouch since it doesn't ever change until you let go of down.  I'll dl the game and try to get some values.

I got the animation value, but freezing it messes up the screen.  Getting this game to scroll through the animations might be more difficult than it's worth.
Title: Messing with ArtMoney
Post by: ~*Ishida-Uryuu*~ on March 24, 2007, 06:29:06 pm
I downloaded Artmoney to see if I could mess around with Destruction Desire (http://mugenguild.com/forumx/index.php?topic=51449.0) but I'm having a hard time. I'm using the "Interactive Artmoney Tutorial...YAY!!" (lol) from Tips & Tutorials, but I'm having a hard time.

This game has no timer, like Melty Blood.

I select DD as the process. I search for Unknown values with custom integers of 2. I try to move my character to the right ONLY A LITTLE, pause the game, and then filter for when unknown values were increased, but I get...283386 values. There's no way I can find the X axis for this game in all of those values. Is there an easier way to do this?

If anyone wants to experiment with this (AWESOME) game, you can download it here:

http://www.instalki.pl/gry/download/bijatyki/Destraction_Desire.php

Title: Re: Messing with ArtMoney
Post by: DKDC on March 24, 2007, 06:39:12 pm
Quote
but I get...283386 values. There's no way I can find the X axis for this game in all of those values.
You have to do that several times in a row. And I mean several. Change it sometime : don't move and filter with unchanged values, etc.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: ~*Ishida-Uryuu*~ on March 24, 2007, 07:28:23 pm
Sorry about bumping but the tutorial said that because two of the values started with "00E" he picked those. What does having "00E" have to do with the X axis? Is it the value that has the least number of numerical sequential duplicates?

Because I'm trying to mess around with Destruction Desire and I keep getting like 2XXXXXX values. How would you find the X values of P1 in a game that is not an emulator and does not have a timer?
Title: Still need help with ArtMoney
Post by: ~*Ishida-Uryuu*~ on March 24, 2007, 07:39:15 pm
Ok, I'm really confused. I keep doing it various different ways, and I still get like 1XXXXXX values. How am I supposed to find out which value it is? It's not only 30 like the tutorial has with Ryu...

I'm also confused about the way TDS did it. He just picked two random values...
Title: Re: Messing with ArtMoney
Post by: Just No Point on March 25, 2007, 01:20:22 am
Seems I should have went more in depth on games without timers.
But then again I suggest to everyone to use SFA3 to get the "feel" of it 1st. Once you start accomplishing things in 1 game you pick up more methods for others.

Quote
integers of 2
May want to try different types other than 2. I've only come across games that use integers of 1 & 2. But this game may be different.

Try integers of 1 &2

Walk to the left just a little, filter "decreased", do this a couple times. Mix it up with moving right just a bit. If you move right filter for an "increased value". Also don't move at all and filter for "unchanged".

I can't guarantee this will work in this game. Every fighting game I tried worked like the above. Some, however, if you move too far to the left or right, the values drop off.

For example, the middle of a stage has your character at an axis of 20, if you move to the right that axis value goes up, if you move to the left it goes down, but it will not go into a negative number so instead it could jump up to a really high number. Or moving too far to the right could potentially lead you to the highest value (for example 267) Once you go past the value 267 your value would return to 0.

And again, this is IF that game works like other games I have messed with.

Sorry about bumping but the tutorial said that because two of the values started with "00E" he picked those. What does having "00E" have to do with the X axis? Is it the value that has the least number of numerical sequential duplicates?

Because I'm trying to mess around with Destruction Desire and I keep getting like 2XXXXXX values. How would you find the X values of P1 in a game that is not an emulator and does not have a timer?
I came up with "00E" because everything I had found up to that point had had "00E" as the 1st 3 "digits". Usually all the values are near each other in regards to character data. So if you find the x axis and y axis have for example 01D in common then you pretty much know that the other values you seek will start with 01D.

But in new games you don't really know :P

That's why I wanted people to use SFA3 1st. So they can get the hang of this and know when they are accomplishing things. You could be jumping into a game where everything in this tutorial does not apply. And you are jumping into this game as your 1st attempt using artmoney.

So you don't know how to use artmoney, and you probably won't know how to accommodate  for all the variations that you may, or may not, run into trying to tear apart this game.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: ~*Ishida-Uryuu*~ on March 25, 2007, 01:49:21 am
Strange, that's what I was doing. At the end I would always get 2 values. But they weren't regular number values. They'd be like E46F and 53DA or something.

I'll try with SFA3 (wow I found that quick) to get the hang of it. If you want to experiment yourself, here you go.

Download the game here (http://www.instalki.pl/gry/download/bijatyki/Destraction_Desire.php)

EDIT: COOL!! I found the X AXIS!!!!! You know what sucks though? Guess what it is...

8DFE

How the hell am I supposed to manipulate that...oh well...I'll save it.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on March 25, 2007, 01:51:39 am
Quote
Strange, that's what I was doing. At the end I would always get 2 values. But they weren't regular number values. They'd be like E46F and 53DA or something.

Did you try to freeze either of these values to see if your character would be stuck and/or jump back to their original place if moved?
Quote
EDIT: COOL!! I found the X AXIS!!!!! You know what sucks though? Guess what it is...

8DFE

How the hell am I supposed to manipulate that...oh well...I'll save it.

I don't understand what you mean ??? Maybe a screenshot.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: DKDC on March 25, 2007, 04:08:07 am
That's hexadecimal...
8DFE = 36350.
Start->programs->accessories->calculator can display scientific numbers and you can convert from one to the other.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: ~*Ishida-Uryuu*~ on March 25, 2007, 04:19:19 am
Oh. That's good to know for future reference. Well, this actually wasn't as hard as I though. I successfully found both the X Axis and Y Axis. I froze them both and my character can't move either way. Now to read the tutorial again. ^_^
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: ~*Ishida-Uryuu*~ on March 25, 2007, 05:16:42 am
Sorry for the double post, but I want this to get noticed on the main page. This is going really well so far.

I found the x axis.
I found the y axis.
I found the frame value.
I found the animation number.

I can change it all manually now! ^_^

Now I want to start seeing if I can rip. But I noticed in your tutorial, you're using Kawaks, which has an option to remove layers, and in zweifuss's tutorial, he has preset values that he tells you to mess around with to turn the background pink.

I need to know how to turn this background pink manually, because this game is not an emulator and does not have screencapturing options.

(http://img155.imageshack.us/img155/6050/frozenvu9.png)
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on March 25, 2007, 12:29:37 pm
Are there any moves that make the BG a solid color?

Is there a stage that, perhaps, wouldn't share colors with the characters?

If no on those 2 you will have to find a piece of the bg using artmoney.

Find the x axis of any part of the BG, then you know close to where the rest of that BG's tiles will be. You can either find the rest so you can move them manually or you can search for the hexadecimal you find with a hex editor and start removing chunks of them. Make sure to keep backups of your original files.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: ~*Ishida-Uryuu*~ on March 25, 2007, 03:41:28 pm
So if I were to move the BG pieces, what color would the new blank BG be? Black?

I also have another problem. My P2 controls don't work. Is it possible to find P2 Frame Values using just crouching and standing? Found it

Now that I found:

P1 X
P1 Y
P1 Frame Value

And the same for P2, should I post some of the data?
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on March 26, 2007, 02:08:48 am
Quote
So if I were to move the BG pieces, what color would the new blank BG be? Black?
Maybe. In MVC2 the bg is different depending on the stage. I rip from a gray bg.

Quote
Are there any moves that make the BG a solid color?

You still need to give an answer :P
If the game has transparencies you want a black bg at least for that. In CVS2 I can use the black bg from Akuma's IHM by locking it.

The zoom should be somewhat easy to find. Zoom in then search, zoom out then search, don't zoom at all, then search :P
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: ~*Ishida-Uryuu*~ on March 26, 2007, 02:30:25 am
Quote
So if I were to move the BG pieces, what color would the new blank BG be? Black?
Maybe. In MVC2 the bg is different depending on the stage. I rip from a gray bg.

Quote
Are there any moves that make the BG a solid color?

You still need to give an answer :P
If the game has transparencies you want a black bg at least for that. In CVS2 I can use the black bg from Akuma's IHM by locking it.

The zoom should be somewhat easy to find. Zoom in then search, zoom out then search, don't zoom at all, then search :P

Well, I'm pretty sure there aren't, because there are no real pause times. The super moves start right away. Also, the closest I've seen to any moves changing the background are the hypers, ala the last screenshot.

And what do you mean by zoom? There is no option on DD to zoom anything. Remember, this game is not an emulator.

These are the only options this game has:

Window -> Window Size 1 x 1 , Full Screen

Options -> Game (does not work) , JoyStick, Keyboard

Help -> About
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on March 26, 2007, 02:45:48 am
Quote
I need to find out how to find BG zoom and colors.
You said this in the other thread so I thought the game had zoom ala Samurai Shodown or something.

That leaves you the pcxclean method, the find parts of stages and move them method, or the hex editing method.

Usually I just use the PCXclean method and not worry about finding ways to remove bgs. But I'm lazy =P
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: ~*Ishida-Uryuu*~ on March 26, 2007, 02:52:39 am
Well, this is the white ball I was talking about:

(http://img133.imageshack.us/img133/2002/whiteballof6.png)

It seems to go up and down randomly though, making it hard to find its Y axis.

I'll try some more. After that I'll try the PCX clean method.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on March 26, 2007, 03:07:30 am
Using that pic I just tested and the white of his eyes shares the same color as parts of the bg. Including the ball. So don't waste your time finding this ball's axis. So you can't use this stage if you try the pcxclean method... you can, but you would have to manually add back in his eyes.

http://img130.imageshack.us/img130/6470/superdashil4.png

Try to find the value for this bg. There is a good chance the black part is seperate from the fire effect and will help you rip transparency fx.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: ~*Ishida-Uryuu*~ on March 26, 2007, 03:30:24 am
Ahh...that BG...it's going to be hard. It'll be hard because in this game, not everything is paused when the game is. If I paused it while that BG was active, it would eventually fade away...
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on March 26, 2007, 03:48:39 am
You don't have to pause to get values. Many values I have found on the fly.

You may just have to try quite a few times before you actually start finding anything.

Activate the effect, search for changed. If you have time you may want to search for unchanged if it is still up and not fadded. But if it fads I would advise against this.

After the effect leaves or is leaving search for changed again. You can search for unchanged at times whenever the effect is gone. You may have to try this a few times to actually find it, searching like this can be tricky.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: ~*Ishida-Uryuu*~ on March 26, 2007, 11:43:20 pm
I've been trying that all, day and no luck, it all just happens too fast.

BUT WAIT!! Don't you think I should go with my old method of the white ball? I successfully made my first sprite into this extremely easily:

(http://img395.imageshack.us/img395/6471/barnsspriteuv8.png)

BAM! With transparency and everything. I even made the eye the color of the hair, but I should probably change that.

Surprisingly, the floor shadow did not share colors with anything else in the palette.

This was made using only GIMP, Irfanview, Fighter Factory, and PCXClean. In under 5 minutes too! I know that would seem like a long time for one sprite, but now that I know a quick way to do it, shouldn't I continue to try to do it? Now that have a method to rip the sprites, shouldn't I keep trying to find the white ball's axis?

Wouldn't it be the best thing to do?
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: DKDC on March 26, 2007, 11:52:46 pm
The white ball seems to be far more efficient, yes. Since you already know about that element, no need losing time trying to find another one.
The problem will be for sprites that are bigger than the white ball... And you probably won't get the ball's x axis if it has no horizontal move. It doesn't scale either, does it ?
And again, since you can lock Barns' position, don't forget to take the whole screen in the screenshot before PCXCleaning it, for axis.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on March 26, 2007, 11:53:17 pm
Like I said. If you are comfortable adding back in the eyes on every frame then go right ahead.

You will rip all the sprites, make a palette without the eyes, run pcxclean, then you will have to go back in and re-add all of the eyes again.

If you are comfortable with this method go for it. Also if you do find the axis of the white ball you can find the axis for the rest of the stage panels.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Elix on May 07, 2007, 05:25:27 pm
I wasn't able to find anything for KOF XI. The game I used is an ISO that you can find via torrent. The emulator is PCSX2 v. 0.9.2. ArtMoney SE 7.24.
It seems that ArtMoney can't look for any values in this emulator if you set ArtMoney to search for "Unknown value". I've tried searching for any types of values in addresses 0000000 - FFFFFFFF. Nothing. The only way I found to find any values is to search for known values. Yet I wasn't able to find anything either.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: dennis872005 on May 07, 2007, 11:25:19 pm
has anyone tried this on gundam wing assault for psx. i got the timer but i cannot get anything besides that.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bastard Mami on May 08, 2007, 02:26:54 pm
kofxi jap version, i guess ? i ripped the nrg directly from disc, but the memory adresses should be the same, gonn give ita try tonight.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Elix on May 08, 2007, 04:01:41 pm
kofxi jap version, i guess ? i ripped the nrg directly from disc, but the memory adresses should be the same, gonn give ita try tonight.
Yes, jap version. But now I have doubt if I did everything correct. Because now I'm trying to explore KOF 2003 and getting the same results ¬_¬"

edit: Actually, I can't find anything for any game if I use "Unknown Value" search option. What's wrong? I downloaded the latest version from the official site.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bastard Mami on May 12, 2007, 11:46:40 pm
cool, i am using the same pcsx2 version, but still, there are two exes, which one are you using ? pcsx2.exe or pcsx2t.exe ?
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Elix on May 13, 2007, 12:45:47 am
pcsx2t.exe, 'cause my CPU isn't dual core.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Elix on September 08, 2007, 11:59:37 am
I can't find anything with ArtMoney :omg: I've got the latest version, and I can't find even the timer!

Edited: Oh, I got it --; ArtMoney doesn't show values in the found values window after the first unknown value search. That confused me, I only needed to filter one time for ArtMoney to show values.

I tried to search for P2's life in KOF XI. And I found 2 values for it:
(Integer 4 bytes) 0A9CFBD9 = 1895759872
(Integer 4 bytes) 0A9CFBDA = 7405312

The vales after I hit P2 with strong close punch:
(Integer 4 bytes) 0A9CFBD9 = 1694433280
(Integer 4 bytes) 0A9CFBDA = 6618880

How can I find the real life values and damage?

Edited2: The values when P2 has empty life bar in practice mode:
(Integer 4 bytes) 0A9CFBD9 = 16711680
(Integer 4 bytes) 0A9CFBDA = 65280

Edited3: As for velocities, what should I do with these values?..
0A947D0F = 4149084160
0A947D10 = 4294397440

They both seems to be working. If I freeze only first value P2 wil chaoticly chage his direction (the velocity will change its sign).
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bastard Mami on September 09, 2007, 05:04:43 pm
find a factor to divide it by. also, in the case of life it seems very likely that the value is a 2 byte integer so try to watch the whole 4 bytes in groups of two.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Elix on September 10, 2007, 12:40:00 am
Thanks for the hint, I've found the life multiplier. It's 0,00013503819960590451827128253888046 :sugoi: (1000 / 7405312)
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Kensuke on November 29, 2007, 05:47:52 pm
Sorry for revival but is this any different in cps3 emulation with the cps3 emulator? I was wondering what would be the difficulty in ripping sprites from cps3 games such as warzard.

Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bastard Mami on November 30, 2007, 05:30:01 pm
try to lock the position...
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Kensuke on November 30, 2007, 08:40:53 pm
yeah ive noticed... i havent even had luck stopping the timer as of yet...

makes this bothersome as the timer goes really quick...
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bastard Mami on November 30, 2007, 08:45:36 pm
timer is over rated.. if you have savestate support life is easier...you can control whether p2's life decreases, stays the same, and even increases using the savestates. after you get the life, just fo for some sure fire values so you won't have any trouble re-aligning your table, like the max value for life, and the value of life after receiving a jab on max value.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: recruta42 on February 06, 2008, 11:38:34 pm
BE CAREFUL WHEN DEBUGGING THE VALUES SINCE THEY ARE ALL WRITTEN IN HEXADICIMAL !!!!!

A common mistake here is reading the valeus in decimal form and not knowing they are just a representation of the hexadecimal form...

Today I decided to give a try on artmoney for debbuging the values on samurai shodown VI for use it on my project. Since I already have a lot of practice in finding usefull values in MAME when debugging SSVSp I quickly manage to undestand the tutorial and after some minutes I manage to find the Vel X for the char I was debugging (Yoshitora in these case) .

Memory position 115F4EC1 tells me the exactly X velocity of the char. The first common mistake when arriving at this point not knowing that these values are all composed by 32 bits not 16 !!! So you MUST map 115F4EC1 AND 115FBD to fully read the x vel of the char...

Now the second and worst mistake. People don´t check the "Hexadecimal view" on Search -> Options -> Additional and when reading the " walk forward" value of a char they get a value like 754 and keep asking themselves "Hey this value does´t make any sense!!! How can I put a value like this in mugen? Should I convert ??? ??? ??? Well, the answer it that you made a wrong reading of the value. Check that option I mentioned above and you will see now a value like : 0220 for  115F4EC1  and 0000 for 115FBD. What this mean ?

For those that read my extensive article about extracting correct and perfect values from mame (http://forum.mgbr.net/index.php?showtopic=43864 (http://forum.mgbr.net/index.php?showtopic=43864)) will know what I am talking about. The first 16 bits are used to represent the integer part of the velocity and other 16 to represent the decimal part. So if you correct put that value above on the excel datashet that I put on that topic (Mugen_Data.zip) you will get the value 2.125 that is the correct velocity for Yoshitora´s on samurai shodown VI AND IS THE SAME AS IN SAMURAI SHODOWN 5 SPECIAL.

---------------------------------------------------------------------------------------------------------------

About freezeing not working....

That happens because some memory places are used as Inputs and others as Outputs. Generally the outputs are just for reading and if you overwrite it you will just obfuscate the correct reading of that value producing no effect. You have to write on places used as INPUTS for it to work....

Good luck...

Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Iori Fue on February 09, 2008, 12:41:02 pm
does anyone heree know of a xmvssf artmoney table?
im ripping ryu and ken..
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: FerchogtX on February 09, 2008, 11:29:18 pm
BE CAREFUL WHEN DEBUGGING THE VALUES SINCE THEY ARE ALL WRITTEN IN HEXADICIMAL !!!!!

A common mistake here is reading the valeus in decimal form and not knowing they are just a representation of the hexadecimal form...

Today I decided to give a try on artmoney for debbuging the values on samurai shodown VI for use it on my project. Since I already have a lot of practice in finding usefull values in MAME when debugging SSVSp I quickly manage to undestand the tutorial and after some minutes I manage to find the Vel X for the char I was debugging (Yoshitora in these case) .

Memory position 115F4EC1 tells me the exactly X velocity of the char. The first common mistake when arriving at this point not knowing that these values are all composed by 32 bits not 16 !!! So you MUST map 115F4EC1 AND 115FBD to fully read the x vel of the char...

Now the second and worst mistake. People don´t check the "Hexadecimal view" on Search -> Options -> Additional and when reading the " walk forward" value of a char they get a value like 754 and keep asking themselves "Hey this value does´t make any sense!!! How can I put a value like this in mugen? Should I convert ??? ??? ??? Well, the answer it that you made a wrong reading of the value. Check that option I mentioned above and you will see now a value like : 0220 for  115F4EC1  and 0000 for 115FBD. What this mean ?

For those that read my extensive article about extracting correct and perfect values from mame (http://forum.mgbr.net/index.php?showtopic=43864 (http://forum.mgbr.net/index.php?showtopic=43864)) will know what I am talking about. The first 16 bits are used to represent the integer part of the velocity and other 16 to represent the decimal part. So if you correct put that value above on the excel datashet that I put on that topic (Mugen_Data.zip) you will get the value 2.125 that is the correct velocity for Yoshitora´s on samurai shodown VI AND IS THE SAME AS IN SAMURAI SHODOWN 5 SPECIAL.

---------------------------------------------------------------------------------------------------------------

About freezeing not working....

That happens because some memory places are used as Inputs and others as Outputs. Generally the outputs are just for reading and if you overwrite it you will just obfuscate the correct reading of that value producing no effect. You have to write on places used as INPUTS for it to work....

Good luck...


So you are meaning that if I see weirtd values for axis and so, I must enable hexadecimal view to decode the values correctly?... sounds very logical since emulation works witrh hexa modes in some stuff.

I have a question... why in some games (mvc2) if you have x axis and you move, in some points the numbers reset to zero and start incrementing again? game related or view in artmoney related?

Thanks for that usefull info.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bastard Mami on March 05, 2008, 04:53:10 pm
most likely it stores the position in two memory locations one for "local position" that is more detailed and another for "global" position.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: -SyLar- on May 01, 2008, 08:46:24 pm
re-revival

decided to give artmoney a try after all this time and now i am seekign some pointers fro ripping effects e.g. hitsparks. its easyt o follow dreamslayers tut if you want to rip char sprites but what about effects that appear under conditions.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Jessy on January 17, 2009, 03:48:41 am
I used it with JAckie chan Fists of fire (MAME Plus 1.29) and nothing happen..only a Mame crash trying to find some value..
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Kamekaze on April 23, 2009, 10:27:41 pm
re-re-revival.

Is it possible to rip 2d fx from a 3d fighter, such as Project Justice? I really need that hyper finish BG. I've tried using methods here but to no avail. I'm using NullDC to run this game, could that be why?
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Van's on April 23, 2009, 10:31:27 pm
You need to find the values for the BG color (so you can make the BG black).
Then find the character visible value (or find scales, IIRC you can scale the chars to 0 so they cannot be seen).
Then make the FX pop-up. Rip it with Animget.
I am not sure if this would work, this is how I ripped CvS2 FX though. It should work I believe.

Or try 3D ripper DX.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Kamekaze on April 24, 2009, 03:10:33 am
i wasnt even able to get the x value lol. and theres no visible timer for me to look for.

edit: 3d ripper did remove some stuff but at the same time i couldnt do much with the program.

edit again: I stopped the combo counter! I'm on my way to ripping my stuff yet!

final round edit: I found the damage calculation, as well as modified the training mode values. However, I couldn't figure out anything else. I failed.  ???
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: XGargoyle on April 24, 2009, 09:00:36 am
Most of these games have their hitsparks stored within the game files, usually as TIM, PVR or any other native graphic file format. Using tools like PSicture, Irfanview or specific Dreamcast sprite/texture viewers may help you.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Kamekaze on April 24, 2009, 06:19:45 pm
for PSicture and Ifran view wouldn't i need to extract the game data? because i've tried doing that but it always ends up saying that the file is currupted even though it works on NullDC
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: XGargoyle on April 24, 2009, 11:08:34 pm
for PSicture and Ifran view wouldn't i need to extract the game data?
Yes, usually the images are packed into a big file. If these programs can't read the files within the pack, then you'll need to extract them. Use a specific extractor (easiest way), or use a hex editor to extract manually each sprite (hardest way), but keep in mind that you won't be knowing exactly what are you extracting until you display it with an image viewer.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Kamekaze on April 24, 2009, 11:38:11 pm
Thats what my problem was. I used a cdi extractor as well as Isobuster. They couldnt extract the data. the .cdi extractor turned it into an iso that couldnt be open and isobuster couldn't read the data in the .cdi file.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: XGargoyle on April 25, 2009, 01:16:48 pm
If you have the iso file, then use tools like CDMage or PowerIso (even Daemon tools may help you)
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Kamekaze on April 26, 2009, 08:57:26 pm
thats the problem. once i get the .cdi converted over to iso, it can't be read and it says its currupt.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: The Aboriginal One on August 11, 2009, 02:51:47 am
I know, topic revival, but here's a quick contribution before I go:

http://www.bmarquis.com/misc/Winmugenplus.amt

Right now, it only has Hit data. not that special, since you can debug it, but it's golden fot he project I'm going for.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: FerchogtX on August 13, 2009, 01:49:53 am
For which game and emu is this for? tell me is for MvC2... XD

See ya!!! :D
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: c001357 on August 13, 2009, 02:16:42 pm
http://www.bmarquis.com/misc/Winmugenplus.amt
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Cybaster on August 13, 2009, 03:00:38 pm
An artmoney table for Winmugen Plus !? :inquisitive:
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bastard Mami on August 13, 2009, 03:48:15 pm
yes
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Cybaster on August 13, 2009, 03:52:21 pm
I want to make an accurate Shin Gouki by POTS. I'm currently ripping the sprites in Mugen and gathering data using Artmoney !!! :haw:
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bastard Mami on August 13, 2009, 04:01:48 pm
Remember that a lot of people (non mugen related of course) use artmoney to write data.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: The Aboriginal One on August 23, 2009, 02:51:10 pm
I was using it to find mostly the addresses of HP, since HP is a base for my music plugin project.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bastard Mami on August 24, 2009, 06:54:31 pm
hp?
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: The Aboriginal One on August 24, 2009, 10:03:45 pm
Hit Points, Life Data. Being into RPGs, I always call it HP
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Bastard Mami on August 24, 2009, 10:13:58 pm
that's amazingly easy to get, is not it?
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: The Aboriginal One on August 24, 2009, 10:15:57 pm
well yes, and no. To get Life data, one can simply use debug mode and search for that exact value.

The problem, really, is DMA. To choose all the options to use the less memory, that memory gets allocated and de-allocated constantly. Now it's there, not it's not.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: MangeX on April 18, 2010, 06:08:40 am
???  this post looks more dead than anything but hey.....
Is an interactive tutorial so anyone can apport ; well not all things can be done with the normal version, sometime is needed the pro one.
So the most newest version of artmoney pro, of course has been donated for a cool Belorusian guy to anyone who need it.
You can find it asking to Mr.Google

Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Alex Sinigaglia on August 04, 2012, 03:26:02 pm
Sorry if I necrobump this topic but I would like to know where to get the full tutorial, because some of the images are dead, and zweifuss.com doesn't exist anymore. I want to rip Ub22 and Shin Butouden sprites and I would like your help as well. I'll help you with my rips, if I can do that.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: XsLaught on August 08, 2012, 05:28:40 am
Here's a link to the tutorial.

http://www.artmoney.ru/articles/e21/InteractiveArtmoneyTutorial.htm
 (http://www.artmoney.ru/articles/e21/InteractiveArtmoneyTutorial.htm)
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Just No Point on August 10, 2012, 02:17:11 am
My bad. I fixed the dead images. The artmoney tutorial on that site is incomplete and also has broken images.
Title: Re: Let's make an interactive Artmoney tutorial. Yay!
Post by: Alex Sinigaglia on August 17, 2012, 06:37:35 pm
About Shin Butouden, is there a way to get an ArtMoney table from the rom/iso/etc.?

I was trying to do it while playing ShinB with SSF, I put the SSF+game  as the process it should analyze but "Process not found!".
I'm using Windows 7, maybe that's the cause. But I still can't understand why.