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« on: August 27, 2016, 01:24:34 PM » |
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Hey, everyone. I'm back with yet again another tutorial. This tutorial will be on something a lot of people have been wanting to know how to do for a while now, and that's how to get a Brawl PSA working in PM. While for the most part, using a Brawl PSA in PM without proper editing does work, there's a few things that need to be done for maximum functionality. This tutorial will show you what you need to do. Take note that you can follow these steps in whichever order you like. I highly recommend you at least know a little bit of PSA coding before attempting this. Step 1.) Dash Sub Action. Step 2.) Jab Sub Actions. For this part, you'll be going into the Attack11/12/13 Sub Actions (Sub Actions 0x48, 0x49, and 0x4A). There, you'll see your standard Jab coding. Search for a Bit Variable Set command that activates RA-Bit[16], and move it upwards, so that it activates when the hitboxes activate.
After that, you might see a second Bit Variable Set command that either sets RA-Bit[17] or RA-Bit[22]. If it's RA-Bit[17], then leave it as it. If it's RA-Bit[22], then change it to RA-Bit[17] (take note that you don't need to do this for the final part of your jab combo). If the Bit set is RA-Bit[20], however, then leave it alone, as that's what allows the Jab finisher to go into the Rapid Jab.
When you're done with that, go to the GFX tab, and assuming there's no commands in said tab, insert an Asynchronous Timer, and set it to the Frame the hitboxes come out on (you can just copy it from the Main tab). After that, add a new command, change it to a Goto command, and just like the Dash part of the tutorial, change the command's parameter from Pointer into Value, and insert the following value: 0x9019D080.
This will allow your character's Jabs to link properly in PM. Take note that you do not need to do this for the Rapid Jab Sub Actions (Attack100Start, Attack100, and AttackEnd) or the final part of your Jab combo if it does not go into Rapid Jab afterward. Step 3.) Aerial Attack Sub Actions. For this part, you'll be going into the AttackAirN/F/B/Hi/Lw Sub Actions (Sub Actions 0x62, 0x63, 0x64, 0x65, and 0x66), and going straight into either the GFX or SFX tabs, based on which tab has less coding.
Once you've figured out which Sub Action has less coding, take that coding, and merge it with the tab which wasn't chosen. After you've done that, you can choose any one of the old commands in the chosen tab, and change it into a Goto command (make sure to Nop or delete the other commands), change the command's parameter from a Pointer into a Value, and insert the following value: 0x9019C168
This will allow your character to Ledge cancel their aerial attacks. Step 4.) ItemKick Sub Action. Step 5.) CliffCatch Sub Action. Step 6.) Variable Changing. If your character has custom attacks that use custom Variables, you may need to change those Variables. Use the following thread to know which Variables you can use. http://forums.kc-mm.com/index.php?topic=74266.0Take note that you do not need to change the Variables the game already uses for certain things (ex: Jabs, Aerials, Special Actions, etc). Step 7.) High Damage SFX. This will require you to know which SFX IDs your character has for their pain grunts, if they have any. What you'll need to do is make a new Sub Routine, and insert it with the following coding: X = SFX 1 Y = SFX 2 Z = SFX 3 A = SFX 4 After you've completed your coding string, make note of the Offset above the coding. Next, insert a Sub Routine command which points to the said Offset in the SFX tab of the following Sub Actions: DamageFlyHi (Sub Action 0xA4), DamageFlyN (Sub Action 0xA5), DamageFlyLw (Sub Action 0xA6), DamageFlyTop (Sub Action 0xA7), and DamageFlyRoll (0xA8). Make sure to change one of the existing commands in the Sub Action into the Sub Routine, and change the other command into a Nop or delete it. This bit of coding when inserted into the mentioned Sub Actions will cause your character to emit a pain grunt when they're sent flying by a strong attack. Step 8.) CapturePulled Sub Actions. These eight steps are essential to making your character properly functional in PM, but don't think you're done yet, as there's still a few things you need to do to make your character's moveset actually fit in a PM environment, such as editing Attributes and Hitboxes, though you'll need to figure out how to go at that yourself. If you run into any issues and/or have any questions, don't hesitate to reply.
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