Beautiful stuff! Seems the next step would be attempting to translate the names in the struct. Mind if ya post yours and I'll add it to the first post? PS: Merry Christmas yall
Re: Street Fighter 3: Third Strike Romhacking thread (sfiii3n)
Main advantage is it decrypts and rencrypts files. Using it, you could muck with the decrypted files in an external program like HxD or something instead of XCOPY 2007s barebones editor
Might be they check the decrypted version? I'll muck with it
Re: [Theme Thread] Street Fighter 3/CPS3 Sprite thread
For fun, made this Gief after a discusson on the 4rd strike Discord Was originally just gonna be a base reference for something else but i got picky lol
Re: Street Fighter 3: Third Strike Romhacking thread (sfiii3n)
Sincerely, to Project 13 SIKE Finally got around to updating this thing
This took SUBSTANTIALLY longer than i wanted, but i kept adding and deciding to not add stuff then would leave stuff unfinished then procrastinate and blegh Credits in full. This is it for him, i'm done. Unless it is like an Infinite or game breaking, this is it for my Black. Hope ya'll find him fun, maybe even enough to keep him once the real Black is released
Spoiler, click to toggle visibilty
---DISCLAIMER--- I AM NOT A TEAM Z2 DEV, NOR HAVE I EVER CLAIMED TO BE, I SIMPLY MADE THIS MOVELIST AS A FUN NOD TO HOW OFFICIAL CHARACTERS HAVE THEM, WHILST GIVING PEOPLE WHO ENJOY BLACK A WAY TO BETTER LEARN ALL ABOUT HIM. THAT BEING SAID, THANK YOU FOR DOWNLOADING HIM, AND ANOTHER THANKS TO EVERYONE LISTED. HAVE FUN, AND PLEASE REPORT BACK TO ME IF YOU FIND ANY BUGS, OR HAVE ANY CONTRIBUTIONS/SUGGESTIONS SUCH AS PALLETES, CRITICISM, MOVE IDEAS, SPRITES, ETC. MOST IMPORTANTLY, HAVE FUN, AND ENJOY! TEAM Z2 For the sprites, and HDBZ in general. I know i come off as standoff-ish, but make no mistake. I do sicerely love HDBZ (quite frankly its probably my favourite DBZ game full stop) and i do sincerely appreciate the work you all do. Keep rockin! ALL PALLETE/FEEDBACK CONTRIBUTORS You know who you are, and you're sincerely appreciated PROJECT 13 Speaking of, a large factor that lead to the 2020 update at all is the feedback and bug reports of Project 13 on MFG. Knowing all those bugs were kicking about was not an insubstantial factor that resulted in the tweaks. Much appreciated KAMEKAZE Thanks to a decent commission, Black now has AI! It isn't perfect, but i am happy with it. Thanks dude! GENJI-Z For the base sprites that were tweaked to make the "Foolish" winpose. Appreciated! EXDRAGOON1 AND BY EXTENSION KERCY For submitting their Black. Using his sprites has been a massive help and has given me some fun stuff to work with HYPER BATTLES For contributing a bunch of palletes, and for making an overview of the Beta. It even informed some of the final decisions! Stay awesome! Also worth mentioning he found the Shippu KO glitch R3DGRAVE A massive thank you to R3dgrave, who coded a few intros and the move Rising Justice. Sincerely appreciated! SOMEGA-EYE11 For permisson in editing a Cliffside Portrait he did. Just bits and pieces, but still appreciated MR.GIANG For help regarding using Explods as hitsparks. Another small thing, but really appreciated JARMS31 For some of Blacks new animations. They really helped to make him fell decisively unique. Keep improving dude, mega appreciated! YOU!!! For paying me any attention at all. This character was made as practice, but seeing everyone respond so positively to him honestly means a lot. Thanks again, and have fun! PARTING STATEMENT Pretty unusual, but i felt like including this anyway. To everyone here and more, thank you for paying me any heed at all. In all sincerity, i started making this dude out of laziness, no genuine love for the character. Still have none. That being said, programming him has been such a great learning experience in loads of ways. Hearing people say they will keep him even when the official Black is released genuinely puts a smile on my face, that in some way or another my practice is really appreciated. That being said, this version of Black is conclusively done. No more new moves, no massive updates, nothing after this. Bugfixes are all you can ever ask of me now. For the last time, thank you so much for downloading the character, and i really hope you have fun with him!
For those who'd like it, the changelogs
Spoiler, click to toggle visibilty
-------------------------------------------------------------------------------------------------------------------------------------------------------------- CHANGELOG (Parting Update) - 06/07/2019 - xx/xx/xxxx -------------------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------GENERAL----------------------------- ----------------------------------------------------------------- - Thanks to J4RMS31 on Discord, Black now has a new jump anim, taunt and idle animation. Really dig em and help him stand out. Cheers dude! - "Ominous" winpose has had it's length increased from 69 ticks to 82 - Rising Justice has been significantly reworked. Instead of a single attack leaving the opponent in a significant amount of hitstun, Black now transitions in to a spin kick that sends the opponent flying akin to his HP > HK TC. I felt the move had a lot of potential, but was also pretty jank, and i couldn't find a way to balance it out that wouldn't involve tweaking the nature of the thing. This still allows a lot of flexibility, but should make Black feel a bit less brain dead. A good example of it's new utility is cancelling in to EX Fireballs midscreen, so they are practically on top of the opponent as they get up, leading to a more interesting Oki game in this regard. Experiment! - Black now uses his blade for A.HP - CR.LP, Far HP and Air HP are now also considered projectiles, and thus can interact with them - He now has A.I, you can stop buggin me now! Commissioned Kamekaze for it, and i am sincerly happy with the results, highly encourage checking him out - Optimised the character in general, removing needless frames, cleaning up the SFF/AIR, etc - Thanks to Kamekaze, there is no longer Debug Flood, so the character runs a bit smoother in general - Gethit sounds are more reliable and work better across the board (idiocy regarding snd values) more sounds have also been added for every strength - Various new intros and winposes have been added, including a winpose for a Perfect and clutch victory - New back throw added. Old back throw is now used after Dash collision; The new throw allows extensions afterwards, but options are limited midscreen - Thanks to verbal notes from Kevlar, 2 button dashes have been implemented (planned 5.0 feature) - Changed sounds to be more in line with current HDBZ - Added Air and EX Air Tatsu. Think Goku, but with the quirk of the EX Version utilising a clone - Tiny thing. Made Black use his Twist KO anim during 18s Eternal Revolution - Tiny thing. Added crude sketches for Gotenks' LVL3 (Likely visible upon 5.0s release) - Applied code to custom gethit states so anims are displayed more naturally on Non-Z2 characters. Aesthetic change - EX Tatsu now works reliably as a combo ender regardless of juggle - Blacks sounds now stop if something is pressed during intros like other characters - EX Tatsu has a new ender. Mostly aesthetic - EX Tatsu now has a very noticable pause on the last hit, making tight cancels easier - All Clone attacks now trigger a sound as they dissapate, making it easier for both players to tell when they're gone - Black can now perform an air up teleport (UpX2). Can be done in neutral as well as a cancel from attacks - It is now possible to select palletes by using directional keys during intros. Refer to addingpalletes.txt when adding palletes - New Close Standing Medium, Air Light Punch, Standing Medium Kick and Light Punch anims. Mostly aesthetic - New back walk. Also repurposed a little code from my cancelled Kid Buu for a slight transition back to idle when the button is let go - Fixed an infinite. M.Righteous Flurry could loop forever due to an error in hitdef checks. No longer possible - Air light normals in to Dive Kicks led to endless blockstrings on tall characters. A recovery anim has been added to make him less cheap
----------------------------------------------------------------- ----------------------------BUG FIXES---------------------------- ----------------------------------------------------------------- - Fixed an error where Black and the opponent would fly up when KOing with Shippu Jinrai Kyakku - Efforts have been made to ensure the generation of hitsparks is more consistent across the board. The problem stemming from incorrect checks for move IDs, or conflicting with multiple other explods with the same ID. Typos have been corrected, and every hitspark has been given it's own ID - Altered damage scaling to be more akin to official Z2 characters - EX Divekick FX now spawn at the appropriate time (would appear earlier before) - Code has been added so Emo Mode is properly disabled if Black is hit out of Supers - Fixed an error where EX Dive Kick FX would get stuck to Blacks foot when cancelling from it - Fixed a bug where Black would cancel in to supers multiple times, causing gameplay and audio bugs - KO Snd would occasionally play both the chip and normal versions at the same time. Fixed
----------------------------------------------------------------- -----------------------------SUPERS------------------------------ ----------------------------------------------------------------- - Air KMH now fires at the appropriate time (fired early before) - Rapiddohiru danmaku (QCFx2 +2K) now has more gethit variation. Purely aesthetic - Rapiddohiru danmaku (QCFx2 +2K) now does significantly higher max/minimum damage, but has been adjusted to be less abusable - Rapiddohiru danmaku (QCFx2 +2K) now use Blacks blade for launching. Mostly aesthetic, felt it was more characteristic - The knee in to ender portion of Divine Rush has been adjusted to be more dynamic - Divine Rush has a new ender. Black now slices the opponent back down to the ground as opposed to a second R.KMH - Divine Rush now binds the opponent during the initial hits. Mostly an aesthetic change - The Hand Blast FX while firing R.KMH would be misalligned. This seems to have been a scaling issue, which has been fixed - New super! Spirit God Impact! Does massive damage, but requires a lot of resources, requiring at least one Superior bar, and 3 stocks of meter - New Super! Truth Barrage! Black leaps forward, and upon hitting the opponent, goes ballisic! Goes through projectiles and kicks close to the opponent ----------------------------------------------------------------- ----------------------------SUPERIOR MODE----------------------------- ----------------------------------------------------------------- - Air Clone has been added! The clone causes Black to fall to the ground faster, leading to some potent extension, oki and mixup potential. Experiment!` Also costs the same as Towards + MK&MP, and causes a ground bounce on a grounded opponent - Can no longer enter Superior Mode while a Kamehameha is on screen - Dashes have been altered. While Superior mode is active, forward dash is 20% faster, and back dash becomes an invincible teleport - Black can now air dash twice while in Superior Mode - Activation now uses a couple of edited frames for visual flair. Mostly aesthetic - Clones can now be properly hit. Now they can be knocked up if the move would have launched, and fall as if they were players
-------------------------------------------------------------------------------------------------------------------------------------------------------------- CHANGELOG - 01-08-2018 - 06/07/2019 -------------------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------GENERAL----------------------------- ----------------------------------------------------------------- - SFF and AIR overhaul, mainly done to shrink Blacks file size down since the vast majority of data was from SSJ Goku that went unused. Transparent or Solid FX has also been completely implemented, and any and all hiccups have been fixed - As of this update, the most current version of EXPLOD Buffering has been applied - Blocking states are now completely up to date - New Cliffside Portait edited from one by Supasomeguy - Several 5.0 additions (Hold to tech, fixed OTGs, improved throw teching, power charge changes, etc) - Grunt sounds have been added to air and crouching normals - Light Righteous Flurry has had its single point scaling property removed - All Divekick variants have had their startup reduced - New FX for when hitting the opponent with a Ki Blast while in EMO - Attack has been changed from 110 to 100 (was messing with damage scaling, making the minimum amount of damage 8 instead of 7) - In addition to the attack value change, new code has been added to essentially replace the Attack multiplier. His attack is functionally 101 now - Focus Attacks hitbox has been extended on both axis' - Sounds were added for charging+charging completion - New Move! Rising Justice!!! Coded by R3dgrave and edited by myself, Black performs a Shoryu Reppa style super that knocks the opponent in to the air. Similar to Rapid Heel Barrage, Black gains control after the attack. Mess around! Input is QCB+2P and is EX ONLY, and can only be done when cancelled from another move - As a result of Rising Justices possible extensions, damage is scaled by 90% after it hits. This is to aid in the prevention of Touch of Deaths - Per request, Hurricane Heel now causes the screen to shake on hit - Cinematic supers no longer display shadows (On stages with reflections, things got weird) - Crouching Light punch utilises Blacks blade, increasing the range significantly - A strange thing has been found. Black can somehow cancel in to Normals from an EX Dive Kick connect. While simple enough to fix, i feel it better to leave it, for at least to my knowledge, it doesn't break him in any way and gives the player a bit more freedom. Per reaction, it stays - Due to the inclusion of Air.Kamehameha, Air normals have had their hitstop time increased to make buffering in to it slightly easier - Dive Kicks are now Super Cancellable - Hurricane Heel (HP > HK Target Combo) is now EMO exclusive to encourage varied gameplay - Focus Attacks hitbox has been expanded vertically to more consistently hit crouching opponents - Every single move has had hitsparks adjustments. Beforehand they were handled inside Hitdefs, but have since been made Explods instead (Cheers Mr.Giang for the help) as well as appropriate hit reactions - Dive Kicks now cause the opponent to turn to face Black - Blacks old St.HP has returned, but has been repurposed as a Close normal. Links from this move are still possible, but are less extreme than that seen in Beta vids. It has also become a TC, being able to cancel in to ST.HP. OLd Hurricane Hell available while close up -
----------------------------------------------------------------- ----------------------------BUG FIXES---------------------------- ----------------------------------------------------------------- - Fixed a coding error where fireballs would be the Light variant discounting the third blast (Project 13) - Fixed a coding error where Divekicks would hit multiple times on block. They now only hit once, regardless of variation (including EX) - EX Ki Blasts now display Blast FX correctly - FighterZ intro is no longer buggy (you could walk before it was done)(AVPBoy) - The last blast in Divine Rush no longers stays on screen against himself on KO. It also doesn't flip when it doesn't KO (animation issue) - Hurricane Heel (HP>HK TC) would hit multiple times on block. This no longer occurs - EX Tatsu now binds the opponent, making its significantly more consistent - At times during tweaking, Black would not enter his Mirror match intro properly. Code was added to ensure the certainty of both players entering the appropriate states - The SF3 Hyper Kill BG has been fixed, as its triggers were not the same as other Hyper Kill BGs - Intros were buggy, as due to how Super Jumps work, the player could super jump during intros. This is no longer possible as they've been overhauled - Divine Rush kills properly on last hit kills. Before, the opponent would enter the flip out state. - The Super Jump Sound would play multiple times on occasion. This has been fixed - Resentful Angel could hit you while in the air and not attacking, leading to inescapable situations. This has been fixed - Resentful angel now sends the opponent to the correct animation (lying down) - EX Tatsu did some weird stuff during Cheap KO. This is no longer an issue - Back throw would previously bug out occasionally, with the opponent reacting in unexexpected ways. This has been resolved - Power Charge can no lnger be performed Post KO (Black woul enter the state and exit until entering a Winpose)iuf
----------------------------------------------------------------- -----------------------------SUPERS------------------------------ ----------------------------------------------------------------- - Shippu Jinrai Kyaku was added (QCFx2+K) taking obvious inspiration from Kens titular Super from the Street Fighter 3 series. During the tatsu portion of the super, Black has control, leading to a lot of neat potential options. Experiment! - The opponent now lies down correctly after Resentful Angel. The punch sounds/sparks have also been replaced with slashes (thought EXDoragons version was cooler and more appropriate) - Resentful Angel now has a unique winpose upon K.Oing the opponent - Air Kamehameha was been added. Same input as the ground version (QCFx2) - Divine Rush now darkens the screen properly (before it'd last throughout the attack on whiff or block) - New Hand Blast FX added to the KMH Blasts during Divine Rush
----------------------------------------------------------------- ----------------------------EMO MODE----------------------------- ----------------------------------------------------------------- - EMO Attacks now trigger a sound when activated - Clone Rush now has a limiter in place. You can now only perform 2, costing 1 bar with 3 bars, with any less bar costing the remainder - Clone Rush now inflicts no chip (honest mistake) - Clone Rush now adds more to scaling per hit. Thought pressure/extension damage with it would be too strong - Damage scaling while in Emo has been altered. Values below EMO LEVEL| SUPER MULIPLIER| DAMAGE MULTIPLIER| 3 | 21% | 11% | 2 | 14% | 7% | 1 | 7% | 4% | WAS | N/A | N/A | 3 | 25.5% | 18% | 2 | 17% | 12% | 1 | 8.5% | 6% |
-------------------------------------------------------------------------------------------------------------------------------------------------------------- CHANGELOG - BETA-01-08-2018 -------------------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------GENERAL----------------------------- ----------------------------------------------------------------- -Attack value raised from 100 to 110 -All normals do reduced pushback in the corner -Elbow Drop was added (Towards+MP) -Generally, Supers moves have been polished, with some having new properties in Emo. -Transparent or Solid FX has also been implemented. -Super Jumps now work exactly like HDBZ Super jumps, and by extension are significantly more reliable -New intros/Winposes, including a mirror match intro (Special thanks to R3dgrave for coding many of them) -Added in the meter requirement for EX Dive Kick -Improved Ki Blast cancelling conditions to make it more comfortable to perform -Blacks ST.HK is a functinal Kara Throw, where if you cancel the inital 4 frames of the animation, he'll move forward, significantly increasing his potential throw range. -Added throw invulnerability to jump startups, an HDBZ system thing -Frame Data overhauled, check the Move List folder for the .txt! -CR.LK can now cancel in to ST/CR.LP. This is to aid his High/low mixup potential -Quality of life change, dust effects no longer cast shadows -FADC Dipswitch updated to accomadate new moves (can't believe nobody said a word about that to be honest) -New Wacky Shit var found in config.txt. Check it out, has some weird stuff i did for fun -Tatsus now only add 1 to scaling regardless of how many hits -A.I!!! Now by using a variable in config.txt, you can adjust the difficulty of the A.I. Yet to be fully implemented but it is planned, and this still applies -All Tatsus are now true blockstrings -Dive Kicks now add more to juggle. Before it was possible to loop for ages against big characters like Piccolo
----------------------------------------------------------------- ----------------------------BUG FIXES---------------------------- ----------------------------------------------------------------- Names beside bugs are the Discord users who pointed out/assisted with fixing the bug
-The Super Jump sound now only plays once, it used to sometimes play multiple times -Dash Collision Grab fixed, it used to go to SSJ Gokus old grab as a placeholder (HB) -Fixed a bug where scaling wouldn't apply properly to Supers -Fixed a bug where the helper for EX afterimage would remain on screen if hit (HB) -Fixed a bug where Ki Blasts would skip to the last state due to a buffering error -EX Afterimages now no longer overlap (development error since EX Ki Blast can cancel in to EX Tatsu, but code for the helper is altered since Beta). This problem was also found in Blacks LVL2, which has also been fixed -Before, editing the first pallete was more difficult. You can now change it simply by changing the name in the .def (EthantheHuman) -EX Dive Kick had a bug where it could still trigger the second part (Savage Flip) after the LVL2. Instead of removing it, i found it so cool i decided to not only keep it, but make it reliable (HB)
----------------------------------------------------------------- -----------------------------SUPERS------------------------------ ----------------------------------------------------------------- -Kamehameha now resets Emo when whiffed. Its speed has also been increased -Kamehameha now hits 6 times as opposed to 5 -Kamehameha now launches lower outside of Emo. This is to prevent tedious and unoptimal loops (they weren't very good or fun, so ditched em). To compenstate, they now do a minimum of 14 damage per hit while in Emo, making the minimum damage 70 -Rapiddohiru danmakus Afterimage is now classed as an attack, with the after image inflicting additonal hits. This happens twice while in Emo. Admittedly got the idea from a mod of Gohan by RawkHawk -The Superpause on Divine Rush was buffed to 113. This makes exstensions in to it more reliable. It also has additional cinematic effects, such as environment shake, and zoom. -Divine Rush now functions better in corners, it used to flip to the opposite directon frequently -New super added: Resentful Angel. Works identically to Akumas Raging Demon from the Street Fighter Series, only it is classed as a hit grab, so you can combo in to it -Due to the nature of Divine Rush, it is unavailable in Simul mode -Activating Divine Rush now causes fireballs to vanish if they haven't already hit the opponent. This is to prevent issues regarding collusion
----------------------------------------------------------------- ----------------------------EMO MODE----------------------------- ----------------------------------------------------------------- A vast array of changes were made, making a lot of previously known knowledge obsolete.
-Blacks Emo value is set to 3 upon activation instead of 1 -Attack of the Clones! Black gains access to various new attacks by pressing a direction+MP+MK! More info in move list, each move costs 1 Emo Level, and can cancel in to and out of special moves. -Emo now has an associated pallete effect. This is to help make it visually easier to tell when in Emo -Damage multipliers have been altered. Depending on how much Emo Bar you have left, damage has been buffed by a max of 18%, with Supers being buffed by 25.5. -To prevent infinites (and overly tedious links) pushback while in Emo is increased on hit for all normals
I like to keep tabs lol. Anyway, have fun!
Re: Street Fighter 3: Third Strike Romhacking thread (sfiii3n)
Was mucking around, and learned some stuff 1, the previously noted table for character headers is ammuckup. Will be edited in a bit 2, screwed around with "Enemy" Ctrl", and it seems it's the CPS3 equivalent of a Hitdef
Video Eaxamples
Spoiler, click to toggle visibilty
Here are the current Byte theories
Spoiler, click to toggle visibilty
DUDLEY Pointer 24 = Enemy ctrl 45579C BYTE FUNCTIONS 1 = Hit type 20 = Standing - Light 5F = Launched 2 = ??? 3 = ??? 4 = ??? 6 = Parry type 3F = High+Low 3E = High 2D = Low 7 = Juggle Addition? 9 = Damage 10 = Meter Gain 11 = Stun 13 = Pushback X 14 = Hitspark FC = Light 15-16 = Hitsound 0D 48 = Light Punch
Re: Street Fighter 3: Third Strike Romhacking thread (sfiii3n)
Held a poll to make a CPS3 sprite ages ago, finally got around to finishing it. Meant it for Halloween but i'm a procrastinating twat lol Inspired by Red Earth and the Baroth from Monster Hunster
Re: Street Fighter 3: Third Strike Romhacking thread (sfiii3n)
Not that i know of Though theoretically if we figured out the trigger for it, maybe someday. The music changes between rounds so it MGIHT be possible Suupdabuu found a way to mod in SI stages anyway :p (He made his own program, one he won't release, at least not atm)
Street Fighter 3: Third Strike Romhacking thread (sfiii3n)
---CONTEXT--- A personal dream of mine is to romhack 3S. It's honestly my favourite game full stop, but sadly, info on doing as such is very limited AT LEAST I THOUGHT IT WAS After some digging, amongst discussion on the 4rd Strike Discord (Link if interested: https://discord.gg/hBd9X9s ), it seem's that there's actually a fair bit. After a lot of personal digging as well as trying to translate these sites, i've learned a fair bit about how 3S works, but suffice to say i haven't translated EVERYTHING, and if anybody has any info, i'd love to add it. It'd be awesome if this thread became a little hub of figuring out 3S. Without further ado, here's the stuff i've found. Links below.
---IMPORTANT LINKS BEFORE I BEGIN--- Any referenced bytes were edited in whole files (10,20,30,etc) as opposed to simms using the hex Editor XCOPY
Main advantage of 2009 is it decrypts and rencrypts files. Using it, you could muck with the decrypted files in an external program like HxD or something instead of XCOPY 2007s barebones editor. 2007 is still good for small, quick edits
The Japanese Struct file used in conjunction with Stirling, as well as Stirling itself ( haven't been able to get it to work, but maybe someone else will have more luck. Also made a seperate version) https://www.mediafire.com/file/zdcpnl8eusf8p1o/Stirling.zip/file
(Sincere thank you to JoshiPro for sharing them on the Discord) Japanese threads discussing 3S Hacking
PART 1: PRETTY COLORS! - File 50 Palmodding for 3S is actually fairly expansive and simple. Below are some examples, as well as a link to the Palmod Development Discord
EDIT:01/11/2020 TVIndustries has been decveloping a method for further customization, making it possible to set Ryus EX Flash and Hadouken Pallete for every available button (LP,MK,etc)
PART 2: WORDS, WORDS, WORDS! File - 10, Offset 6000000 A bunch of addresses of interest, glabal 3S stuff, startup text, etc
Spoiler, click to toggle visibilty
To start off small, while trying to dig through 10, i found a bunch of text strings related to various aspects of 3S, including text for what seems to be a Dev Menu of sorts, though whether or not it's still accesible or is even there, i couldn't tell ya. Alongside that, is the initial text as the game loads. This is how zsnsn (author of 4rd strike) was able to change the startup text to 4rd Strike
Addresses
Spoiler, click to toggle visibilty
Dev menu text 0x61995f0
Dev text? 0x6131c380
BG Test text? 0x619E2D0 0x619E390
Test menu text 0x619c038 0x619c0c8
"Thank you for playing" 0x619E6A0 0x619E6B8
Rom/CD Check text 0x61A5398 0x61A53B0
Credits 0X61A63D0 0x61A7DB0
Color DMA Error 0X61B4B60 0X61B4B90
EPROM Error 0X660C0D8 0X660C0F0
Arcade text 0X660C300 0X660C720
Configuration Menu 0X660C930
Font setup? 0X660CF48
Font setup 2? 0X660D2A8
Suupabuu was also kind enough to explain where the headers for each character is, and how they're listed in game
Suupabuus Unitindex note
Spoiler, click to toggle visibilty
UnitNames = new string[] { "GILL", "ALEX", "RYU", "YUN", "DUDLEY", "NECRO", "HUGO", "IBUKI", "ELENA", "ORO", "YANG", "KEN", "SEAN", "URIEN", "GOUKI", "SHIN GOUKI", "CHUN-LI", "MAKOTO", "Q", "TWELVE", "REMY" }; thats the order of how units are stored 0x0618B148 are pointers to headers for each character 0x0618B148 + ( unitIndex * 0x6C ) = the pointers for each character
Might prove interesting, especially if someone wanted to rebrand the game like 4rd did. What is really exciting are these addresses which keep track of various things in 3S. Setting them as watch addresses in Mame or FBA-rr is definitely worth trying
Addresses for Global 3S stuff
Spoiler, click to toggle visibilty
18B180 Address list summary of motion data etc. (1 character 6 lines) 2068C94: Orbital base 2068CFC: Acceleration 2068E6C: Motion data address 18CC7C Stage BGM 19D8D0 Stage background 480FD0 Stage background graphic 5EA5B0 Double jump, triangular jump 5EAC70 Stun gauge 5EACA0 Stun recovery speed 5EAD00 Stan recovery rate from the time 5FB590 affect the gauge increase 5FBD10 gravity of a fall affect the 5FBF94 bending-back affect the 5FE7C4 hit back 5FF0CC combo correction coefficient 5FF588 Blocking Bonus Stage 61381C Special Move Command Data Address List
I've tinkered with setting up a watchtable, and can confirm "Motion data naddress" really means "Anim data header". By using this, it's a simpe thing to find anim addresses for Player 1. After testing it on Sean, i can confirm it works Link to the watchtable in image to get ya started
PART 3: THE ILLUSION OF LIFE File - 10, Offset 6000000/u] This got me mega hyped. It's info regarding animations, and tidbits on how they work and how to edit them. Alex's ST.HK is used as the example
Spoiler, click to toggle visibilty
Now here's where things start getting interesting! After pokiing through the threads, i was able to pin down Alex's ST.HK animation, as well as Ryu landing from a Shoryuken ( found here: Ryu - Land from Shoryuken - Frame 1 time = 62057BC). Innocent at first, but this has been mega useful for figuring stuff out! Basically, 3S checks strings of 24 bytes apiece. I haven't found what everything does as of yet, but there is some stuff worthy of note; The first byte in the sequence is "time" (in ticks) the frame stays on screen for till the next 24 bytes are checked. Bytes 10/11 are the exact frame used. In this example, i set each frame of Alex' startup to 07 AE, and got this (Frame 1 of this animation is at 61EB224, goto +0x1EB224 in XCOPY)
Before that, i messed with every first byte to make sure i understood what they were doing. It is definitely time
Pictured here is exactly what i did for visual clarity
Lastly, i found these notes regarding repeating animations. Assumedly used for looping anims like Alex' A.LK, and maybe his Stun Gun Headbutt
0 It means to repeat the motion between C and 0D X times
EDIT:08/11/2020 Made this basic video on how to edit SF3 animations
It seems 3S is neat in the sense sequences of bytes can function as code as well. Notice how at 61EB2FC the structure of the bytes is different? From what i gather, it's a condition to skip to a certain sequence on hit. How it works in full is yet unknown to me
If anybody finds anything, or has anything to share, i'd genuinely be more than grateful if it was shown here. Once enough is found, documents will be made and this first post will be added to as needed. Hope this proved interesting whatever the case!
CREDITS
Suupabuu - For the unitindex info, as well as answering a ton of querstions, and initially showing me the struct file! JoshiBro - For sharing the links to the Japanese 3S hacking sites. Massively helpful! riiya - For the awesome 3S Stage palmods in part 1. Defacto examples of how cool palmodding can be!
Re: [Theme Thread] Street Fighter 3/CPS3 Sprite thread
Little bit of context First and foremost, MAME hates me lol. I just can't seem to get it to work reliably, thus i've resorted to using WinKawaks for this instead Moreover, i've had a blast ripping stuff from Cyberbots. A good chunk of stuff (mostly stages) either aren't ripped, or aren't satisfyingly ripped (or at least from what i can find) Examples of the kinda stuff i'm ripping, mostly stage stuff
Spoiler, click to toggle visibilty
Ship from the Base stage Most of the Arena stage, as well as the animated logo
That being said, I recognize there's only so much i can do without straight up ripping the tiles. No matter what i do with WinKawaks, i can't seem to rip the tiles, despite havfng some adresses and even a couple pallete locations Current adresses for those interested
Spoiler, click to toggle visibilty
NOTE: Any pallete location specified work under the assumption the stage is currently loaded Poke around here, 16 tiles seems to yield somewhat viewable results 16x16 - [90991],[016361]
Possible City Tile location
8x8 = [1697],[0006a1] 16x16 = [108041],[01a609] - [82310],[014186] (Second address is destroyed building tiles) 32x32 - [6609],[0019d1]
32x32 - [6780],[001a7c] Sky Pallete data (Round 1) = 354 Sky Pallete data (Round 2) = 353
Possible Forest Base Tile location 32x32 Trees = [7153],[001bf1] Pallete data = 885
Possible Volcano Tile location
16x16 = [84991],[014bff] 32x32 - [7381],[001cd5]
Possible Canyon Tile location
32x32 - [7759],[001e4f]
Possible Airport Tile location
8x8 = [6987],[001956]
Possible Satelite over Earth Tile location 32x32 - [7895],[001ed7] Possible Satelite over Earth Tile location 32x32 - [8356],[0020a4]
My main question is how would i go about ripping the tiles? I've tried screenshotting in the emulator and PrtScrn, but no matter how i alter the size, going to default, resizing in various ways, i can't manage to cleanly rip them. Any ideas? I'd sincerely appreciate any suggestions
Oldie i dug up and thought it worth sharing MVC-esque Black Cat (top left is the WIP) Might finish it, probably not. Anyone is more than free to take a crack at it
And we back. Bardock now has up type falling, flipping frames are in place for various things, but moreover HE CAN ACTUALLY HIT THINGS NOW!! This is his ST.MP Also plan to make a couple of frames so i can reuse it for this
Spoiler, click to toggle visibilty
Also Nico quickly mocked this up. Gonna eventually use it for his ST.LP