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- General:
- Missions files are stored in the 'mission' folder, with a single arc file for each character (numbered). Arc files are un-/re- packageable using the UMvC3 Tool found in the subreddit wiki (https://www.reddit.com/r/mahvelmods/wiki/getstarted). Once unpacked, the misChar.361EA2A5 can be opened in a Hex Editor (HxD for Windows, Hex Fiend for Mac, or whatever you want) and analyzed. You're gonna see a lot of useless stuff. Once repackaged, the file will be slightly smaller than the original because the tool omits nulls in the header, but they still work.
- Useful Info:
- 0x00C8 - Point ID
- 0x00FC - A1 ID //Assist type 0x10 later (apparently true, I can't seem to find them)
- 0x0130 - A2 ID
- 0x0164 - Enemy ID //Difference of 0x32 between each
- 0x0198 - Enemy ID 2 //Denotes enemy changes throughout missions
- 0x01CC - Enemy ID 3
- The point ID and assist info is repeated at the start of every mission. Offset should be 0x630 for mission 2-10.
- Missions appear to be in the same spot for every character, this means making a tool to modify them would be simple and that there is a maximum mission command length. I think Morrigan #10 is the longest mission, although C.Viper #10 is probably close behind it, and there may be others I'm forgetting about. Addresses indicate where combo notation starts.
- 0x03A0 - Mission 1 //Difference of 0x630 between each
- 0x09D0 - Mission 2
- 0x1000 - Mission 3
- 0x1630 - Mission 4
- 0x1C60 - Mission 5
- 0x2290 - Mission 6
- 0x28C0 - Mission 7
- 0x2EF0 - Mission 8
- 0x3520 - Mission 9
- 0x3B50 - Mission 10
- Characters tested: Ryu, Morrigan, Chun-Li (#10), Trish (#10), Super Skrull (#4?, 10)
- Move inputs (stored in 4 bytes, although at most 3 are used):
- 05 - Air dash
- 68 01 - st.S
- 96 - st.L
- 97 - st.M
- 98 - st.H
- 99 - cr.L
- 9A - cr.M
- 9B - cr.H
- 9C - j.L
- 9D - j.M
- 9E - j.H
- 9F - j.S
- A9 - j.X-factor
- AA - X-factor
- AF - f.M / j.d.M (Chun)
- B0 - f.H
- B3 - ~H (Chun Li Kikoanken)
- B8 0B - extra jump
- BE - qcf.L
- BF - qcf.M
- C0 - qcf.H
- C1 - LLL... (Tenderizer)
- C1 - qcb.L
- C2 - qcb.M / dp.H (Shadow Blade)
- C3 - qcb.H
- C4 - rdp.L (Ryu donkey kick)/hcb.L (Morrigan command grab)
- C6 - rdp.H
- C9 - dp.H
- CA - j.qcf.L
- CC - j.qcf.H / j.SBK
- CE - j.qcb.M / j.dp.M (Air Shadow Blade M)
- CF - j.qcb.H (Air Tatsu H)
- D1 - j.MMM (Lightning Legs)
- D2 - qcf.S (Baku Hadouken)
- D3 - EX SBK
- DD - j.qcf.LMH (Air Shinku Hadouken)
- DF - dp.LMH (Shin Shoryu)/j.qcb.LMH (Air Darkness Illusion)
- E0 - dp.LMH (Shadow Servant)
- E2 - dp.MH (Death Penalty MH)
- E5 - j.qcf.LMH (Air Denjin Shinku Hadouken)
- EA 03 - A2
- F0 - ~qcb.H (Fatal Buster)
- //39 01 seems to indicate that the move doesn't hit, but strangely doesn't flag air-dashes this way
- 17 39 01 (st.M before assist call, Ryu #9, THIS HITS)
- 1F 39 01 (Morrigan j.S before Astral)
- 3E 39 01 (Hadoken L, before XF / Orbital Grudge L, miss)
- 40 39 01 (Kikoken miss for Kikoanken)
- 62 39 01 (dd.LMH, Ryu power-up super)
- FD 39 01 (Morrigan j.Flight activation)
- FE 39 01 (Morrigan j.Flight cancel)
- Notes about the above:
- - 39 01 may also flag for assist calls overlapping/inbetween normals. The game does care that things happen in order, though, as can be easily seen in Frank #10
- - Adding passive 39 01s to something st.M/st.L (once appropriate IDs have been found for those) to ignore failures due to plinked dashes may be a good idea...unless that means you HAVE to do a plink dash. Then it's terrible.
- - Moves seem to move up in the assignment list if the character doesn't have a special using that motion. I'm assuming Ryu is the base template. Looks like we'll have to make an association table for the entire cast, which is a shame. The obvious thing was to check if the Command List listed moves in the order that they're prioritized, but nope (Ryu lists Hadous, Shoryus, Tatsus)
- - Doom and Mag can be used to test for other-direction air-dashes, which will likely all have unique numbers
- - Mag can also be used to test for fly/unfly consistency
- - It's likely that 96-FF all have unique actions throughout the cast, and potentially everything from 01-FF, although most of these will include the 39 01 instances, which seem to have unique IDs.
- - Dante will probably yield a lot of useful info about 39 01s and will hopefully fill some of the void around B3 with all of his double-input specials.
- Skrull Mission 10 dissection (0s omitted):
- cr.H,S | 9B 68 01
- j.dash | 05
- j.M,H,S | 9D 9E 9F
- H(hold) | 98 //normal st.H
- cr.H,S | 9B 68 01
- j.dash | 05
- j.M,H,S | 9D 9E 9F
- cr.H (hold) | 9B //normal cr.H
- qcf.L(miss) | 3E 39 01 //"miss" flag
- qcb.H | F0
- LLL | C1
- dp.MH | E2
- Oddly enough, these files don't think anything's special about Stone Smite or the charged cr.H (or presumably charged j.S), the same can be said for Ryu's direction-dependent Shinku Hadouken. This strongly indicates that the displayed text isn't generated based on the value in the tables, but are hard-coded somewhere (likely within the executable).
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