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05-02-24 09:06 AM
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Acmlm's Board - I3 Archive - ROM Hacking - Help-Special moves in air for Super Street Fighter codes New poll | |
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HHH3

Mumbies


 





Since: 11-18-05

Last post: 6313 days
Last view: 6310 days
Posted on 06-02-06 04:26 PM Link | Quote
How were the codes for air special moves in street fighter found? I would like to find them for the super version. I tried using zsnes and did the variable change for when i had the character in the air, and on the ground. I though it would be controlled with a 1 or 0. any ideas?
JLukas

Goomba


 





Since: 11-19-05
From: USA

Last post: 6433 days
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Posted on 06-02-06 05:38 PM Link | Quote
There's a few codes for doing air moves for Super SF2 on GSCentral.org It's on the Game Genie page.
Reshaper256

190


 





Since: 11-17-05
From: United States

Last post: 6325 days
Last view: 6282 days
Posted on 06-02-06 06:00 PM Link | Quote
As for finding the value in RAM that controls whether you're in the air or not, you could try using Geiger's SNES9x Debugger, opening up the hex-veiwer, and looking for RAM addresses that change when you're in the air. If you find one that seems to change whenever you jump, freeze that value to see if it effects anything.


(edited by Reshaper256 on 06-02-06 05:04 PM)
Homie0static
Newcomer


 





Since: 06-14-06

Last post: 6484 days
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Posted on 07-19-06 11:34 AM Link | Quote



I would like to know how one would go about finding air hits for this game. I have a juggle code for this particular SF game but still I would like to know how to modify the number of hits and maybe I could apply that process to other fighting games on SNES.
probert
Newcomer


 





Since: 02-13-06
From: Brazil

Last post: 6491 days
Last view: 6491 days
Posted on 07-23-06 04:33 PM Link | Quote
Well. I know this thread is almost dead but I've found the place where the air variable is 'set'.

Let's go to the code.

In SF2, the $00:0CB2 tells us if the P1 is on air (jumping). The P2 address is $00:0EB2.

See the code below

$01/8862: LDA #01 ;$01 = true
$01:8664: STA $B2 ;0CB2 or $0EB2

So if you change LDA #01 to LDA #00, the player will never jump.

Ok he wil jump, but the game will think he is in the ground, soh it not stops you to do special moves :-)

Hope this helps.


(edited by probert on 07-23-06 03:38 PM)
HyperHacker

Star Mario
Finally being paid to code in VB! If only I still enjoyed that. <_<
Wii #7182 6487 4198 1828


 





Since: 11-18-05
From: Canada, w00t!
My computer's specs, if anyone gives a damn.
STOP TRUNCATING THIS >8^(

Last post: 6283 days
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Posted on 07-23-06 04:44 PM Link | Quote
If you poke around there some more you might be able to make other fun codes, like changing the gravity or enabling multi-jump.
probert
Newcomer


 





Since: 02-13-06
From: Brazil

Last post: 6491 days
Last view: 6491 days
Posted on 07-24-06 09:54 AM Link | Quote
I've realized that $0CB6 (for P1) and $0EB6 (for P2) saves the 'height' (the y-axis value) of the player. If you jump the value increases and soon decreases until reaches ZERO, when the player get in the ground.

I will now take a look in the block that change that value. If I found something useful I will keep this post updated.
Homie0static
Newcomer


 





Since: 06-14-06

Last post: 6484 days
Last view: 6484 days
Posted on 07-30-06 12:01 PM Link | Quote



I used SNES9X to play this game and my other ones too. I do code searches all the time but I don't feel like looking all over for the address for jumping. What am I doing wrong when I search on the SNES9X cheat code search. All I do is I jump with one of the characters and while he is in air I press Alt+A to get the search for new cheats command window opened. Then I press the search for cheats button and then I repeat the process.
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