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Let's make an interactive Artmoney tutorial. Yay! (Read 90111 times)

Started by JustNoPoint, April 07, 2005, 07:34:48 am
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How to use Artmoney tables
#21  June 03, 2005, 04:28:26 pm
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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.



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
JoRam's Home Page
JoRam's SF3 ripping tutorial page the table can be found on
Last Edit: April 02, 2006, 07:21:11 pm by I
Re: How to use Artmoney tables
#22  June 18, 2005, 04:55:02 am
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Re: Let's make an interactive Artmoney tutorial. Yay!
#23  March 01, 2006, 01:15:37 am
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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.

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.

I know Ryu's standing frames have less than 10 ticks each so I will search using the Range of Values option.

Search then frame advance once. In Kawaks you hold SHIFT and press SPACE.
Now FILTER for an unknown decreased value.

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.

Go to tools -> Shots Factory
You'll see a screen that looks like this.

Use the layers buttons to remove most of the backgrounds.

Uncheck the boxes to remove shadows and the left over BG ellements.

Finally fing the Y axis for player 2 and move them off screen and you have a clear screen to rip from.

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/
Last Edit: March 01, 2006, 02:35:18 am by Open Source
Re: Let's make an interactive Artmoney tutorial. Yay!
#24  March 01, 2006, 02:00:11 am
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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 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.

Re: Let's make an interactive Artmoney tutorial. Yay!
#25  March 12, 2006, 10:57:26 pm
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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?
Re: Let's make an interactive Artmoney tutorial. Yay!
#26  March 13, 2006, 02:03:52 am
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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

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.
Re: Let's make an interactive Artmoney tutorial. Yay!
#27  March 13, 2006, 02:35:04 am
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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.


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Let's make an interactive Artmoney tutorial. Yay!
#28  March 13, 2006, 05:08:48 am
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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 ^^
Re: Let's make an interactive Artmoney tutorial. Yay!
#29  March 13, 2006, 05:33:47 am
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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  :-\


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Last Edit: March 13, 2006, 05:40:50 am by Cyanide
Re: Let's make an interactive Artmoney tutorial. Yay!
#30  March 13, 2006, 05:37:04 am
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in pocket fighters the chars, bars and bg anims are all in the same layer
You can help with Ikemen GO's development by trying out the latest development build and reporting any bugs on GitHub.
My Mugen and Ikemen content can also be found here.
Re: Let's make an interactive Artmoney tutorial. Yay!
#31  March 13, 2006, 08:21:13 am
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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 ^__^ ) .
Re: Let's make an interactive Artmoney tutorial. Yay!
#32  March 16, 2006, 03:39:19 am
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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:
Re: Let's make an interactive Artmoney tutorial. Yay!
#33  March 16, 2006, 05:44:17 am
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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?


In M.U.G.E.N there is no magic button

They say a little knowledge is a dangerous thing, but it's not one half so bad as a lot of ignorance.
Re: Let's make an interactive Artmoney tutorial. Yay!
#34  March 16, 2006, 06:01:10 am
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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.
Re: Let's make an interactive Artmoney tutorial. Yay!
#35  April 21, 2006, 10:50:03 pm
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I can't even get the Timer to work. What the hell?
Re: Let's make an interactive Artmoney tutorial. Yay!
#36  April 22, 2006, 04:40:01 am
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What game? Try SFA3 1st until you get the hang of it.
Re: Let's make an interactive Artmoney tutorial. Yay!
#37  April 22, 2006, 07:13:17 am
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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.
Re: Let's make an interactive Artmoney tutorial. Yay!
#38  April 22, 2006, 12:24:21 pm
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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.
Re: Let's make an interactive Artmoney tutorial. Yay!
#39  April 22, 2006, 01:38:07 pm
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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.
Re: Let's make an interactive Artmoney tutorial. Yay!
#40  April 22, 2006, 07:38:44 pm
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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.