Tekken 6 BR PSP CWCHEAT ver11

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hepta_X_27
Sage
Joined: Jan 2016
Posts: 468
From: Indonesia
#61 “Quote” Edit Post
@Sadamitsu
that's right. I understand now why u don't want to work with any modders out there to build a mod project. btw have u figured out to mod the movesets of tekken 7?
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abdulroufrizwan
Expert
Joined: Aug 2017
Posts: 141
From: Pakistan
#62 “Quote” Edit Post
@Sadamitsu
I guess you have been busy its been awhile since i have seen your post
Signature DEATH GAMER
ppssppCODER
Kyu
Joined: Jan 2016
Posts: 6
From: Philippines
#63 “Quote” Edit Post
thata not true hepta. i am with joers group.
the reason i stop coding last 2016 is that i seek for a career job. now i came back in coding to help everyone build a character and also to learn more.
but i dont like using my codes without permission. by the way, the issue was already end and he removed the video. im happy he listened.
also
you all guys are in a high level now. im still catching up here and try learning.
all of you ARE THE BEST!!
Sadamitsu
Yascheritsu
Joined: Aug 2009
Posts: 1825
From: Russia
#64 “Quote” Edit Post
@All
Do you remember the issue when an opponent while a throw turns on 180 degrees just before recovery?
It was a converter's problem. Sorry about it.
If you have throws with this issue please refresh the converter page (once) and take throw reactions again
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hepta_X_27
Sage
Joined: Jan 2016
Posts: 468
From: Indonesia
#65 “Quote” Edit Post
@Sadamitsu
Yeah, I know about that. so far, this issue only appear in TTT2 animations, especially Throw reactions n Reactions. Remember when I asked u to fix air, face down => face up animations? n Also Ookinaryu problems with AKI d/b+2+4 Ground Throw? The problems was on =>58,5C,60,64
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Ookinaryuu
Destroyer
Joined: May 2013
Posts: 393
From: United Kingdom
#66 “Quote” Edit Post
Hmm, that's interesting

Tekken 6 moves are only 0x58 bytes big, right?

What would =>58,5C,60,64 correspond to?

(or is it the animation itself)
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Sadamitsu
Yascheritsu
Joined: Aug 2009
Posts: 1825
From: Russia
#67 “Quote” Edit Post
@hepta_X_27
exactly. actually the converter converts animations only from PS3 (it's where that issue was, on =>5C)
Tk7 animations have the same values as in Tk6, so converter only sets addresses

@Ookinaryuu
yes, you're right, we talk about animation's offsets, probably we should say =>8=>5C
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Ookinaryuu
Destroyer
Joined: May 2013
Posts: 393
From: United Kingdom
#68 “Quote” Edit Post
I did update the =>8=>5C, but this still seems to happen:

https://drive.google.com/file/d/1Bb...iew?usp=sharing

is this now a problem with the move?
Signature Kyoufu wo atai te yarou...
hepta_X_27
Sage
Joined: Jan 2016
Posts: 468
From: Indonesia
#69 “Quote” Edit Post
@Ookinaryu
here's 8=>5C values that I set for AKI d/b+2+4 ground throw animations from TTT2
//AKI d/b+2+4[KND] Throw REACTIONS = 80000000
//AKI d/b+2+4[PLD] Throw = 80000000
//AKI d/b+2+4[PLD] Throw REACTIONS = 80000000
//AKI d/b+2+4[SLD] Throw REACTIONS = 80000000
//AKI d/b+2+4[FCD] Throw = 80000000
//AKI d/b+2+4[FCD] Throw REACTIONS = 80000000
also, make sure the properties of all MOVES in => 44 is 00000000.

@sadamitsu
sir, I want to talk about WB! reactions. even I copy everything from NAN properties, n synchronize some values, we kinda get some weird effect when we try hit the opponent, like opp go through away. Maybe we can find out a bookmark number that we can set, either on 38 or 14, that have functions like "WHEN IT REACH PLAYER", so we can stop the impact blow immedietly to avoid P2 go through us. this one of the example
https://drive.google.com/open?id=19...9qYxe9VvW5EysUs
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abdulroufrizwan
Expert
Joined: Aug 2017
Posts: 141
From: Pakistan
#70 “Quote” Edit Post
@All
hello how's everyone doing here
@Sadamitsu
i have a small request can you tell me about stable index from where to where are they stable?
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Ookinaryuu
Destroyer
Joined: May 2013
Posts: 393
From: United Kingdom
#71 “Quote” Edit Post
hmm, I tried 80000000 =>8 =>5C but it didn't change anything; maybe it's more to do with how I built the throws

throw wallsplat seems to be fine, though
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Seung10
Kyu
Joined: Oct 2019
Posts: 5
From: Philippines
#72 “Quote” Edit Post
Hello, everyone. I'm a new coder and am working on my own mod. Nice to meet all of you.

I have learned a few things about netcheat, but unfortunately, I still don't know how to take p0 reactions. Can anyone help me? Any help would be greatly appreciated. Thanks in advance!
XAGuacha23
Future Star!
Joined: Aug 2010
Posts: 4588
From: United States
PSN: XAGuacha23
#73 “Quote” Edit Post
@All
Hello Everyone,How is everyone doing here?
Signature (Kyoufu wo oshiete yarou!) = Tekken 5/6/TTT2/7
(Black Demonic Skin Customization = True Form) = Best Custom Tekken 6
(Mata mete kurunai) = Tekken Tag 2 Unlimited
(I work alone) = Tekken Tag 2 Unlimited
(I Am Back!!!) = Tekken 7
Sadamitsu
Yascheritsu
Joined: Aug 2009
Posts: 1825
From: Russia
#74 “Quote” Edit Post
@XAGuacha23
Hi, looks like nobody doing here

@Seung10
Hi, since P0 area in Tk7 is also unstable (locates in different places every time) i had to dump it without exact addresses, just offsets, so you should calculate distance to P0 animation which you need using the P0 address in the name of "char" file.
tell me what the character/animation you work to, i will explain how to take it.

@Ookinaryuu
it would work much more better if you build it in the root

@abdulroufrizwan
i didn't check them accurately, and to be honest i have troubles with it too, so i can't say for sure, hepta_X_27 says he uses these areas:
884000-8A7C00, 4C9000-4D3000, 61A488-640C40, 54C000-55F8F4, 908000-94FFFF, 158C000-15CC000, 1400000-142D100
i believe they are ok

@hepta_X_27
except copying values from NAN, you should carefully take look at WB! reaction in Tk7,
to be more precise, at =>A8 (in Tk7), it's equal to =>54 (in Tk6)
do you remember Hwoarang could not continue a juggle after f,f+4 when you built it in Tk6 because an opponent was too far.
the solution was in =>54 too. looks like it regulates the size of colliders. in the case of HWO f,f+4 we needed to reduce them,
in the case of WB! reaction we need to increase them, just set value 00000009
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hepta_X_27
Sage
Joined: Jan 2016
Posts: 468
From: Indonesia
#75 “Quote” Edit Post
@sadamitsu
I did put that. just like the clip
https://drive.google.com/open?id=19...9qYxe9VvW5EysUs
here's for more detail of my WB! Reactions

_L 0x50643978 0x00000058//CLOSE
_L 0x006D3800 0x00000000
_L 0x206D3808 0x08E10FD0
_L 0x206D3818 0x7FFF8008
_L 0x206D3824 0x00000041
_L 0x206D382C 0x00000034
_L 0x206D3830 0x00000033
_L 0x206D3844 0x20000021
_L 0x206D3854 0x00000009
_L 0x206D3814 0x08E41770
_L 0x206D3838 0x08ED3A00
_L 0x506D3800 0x00000058//MID
_L 0x006D3900 0x00000000
_L 0x50641750 0x00000040
_L 0x006D39C0 0x00000000
_L 0x206D39B0 0x000080DF
_L 0x206D39B4 0xFFFFE800
_L 0x206D39B8 0x0000018D
_L 0x206D39BC 0x00000000
_L 0x206D39C0 0x00000000
_L 0x206D39C8 0x08ED39B0
_L 0x206D39D0 0x00000001
_L 0x206D39D4 0x00000034
_L 0x206D39D8 0x00000001
_L 0x206D39DC 0x01018001
_L 0x206D3914 0x08ED39C0
_L 0x506D3800 0x00000058//FAR
_L 0x006D3958 0x00000000
_L 0x506D39B0 0x00000050
_L 0x006D38B0 0x00000000
_L 0x206D396C 0x08ED38C0
_L 0x206D38B4 0xFFFFC800
_L 0x206D38C8 0x08ED38B0
_L 0x406D3A00 0x00110003//WB! 38
_L 0x00008001 0x00000000
_L 0x206D3A04 0x000080CF
_L 0x206D3A08 0x00000000
_L 0x206D3A10 0x00008095
_L 0x206D3A14 0x00000000
_L 0x206D3A1C 0x000080CB
_L 0x206D3A20 0x00000000
_L 0x206D3A28 0x000080CC
_L 0x206D3A2C 0x00000000
_L 0x206D3A34 0x000080CB
_L 0x206D3A38 0x00000001
_L 0x206D3A40 0x000081C2
_L 0x206D3A44 0x00000314
_L 0x206D3A4C 0x0000810C
_L 0x206D3A50 0x00000000
_L 0x206D3A58 0x00008109
_L 0x206D3A5C 0xFFFFFFFF
_L 0x206D3A64 0x00008112
_L 0x206D3A68 0x00000001
_L 0x206D3A70 0x000080E6
_L 0x206D3A74 0xFFFFFE0C
_L 0x206D3A7C 0x000081E4
_L 0x206D3A80 0x0700000F
_L 0x206D3A88 0x00008008
_L 0x206D3A8C 0x00000000
_L 0x206D3A94 0x0000800C
_L 0x206D3A98 0x00000000
_L 0x206D3AA0 0x0000803B
_L 0x206D3AA4 0x00000000
_L 0x206D3AAC 0x0000800D
_L 0x206D3AB0 0x00000000
_L 0x206D3AB8 0x00008023
_L 0x206D3ABC 0x00000003
_L 0x206D3AC4 0x00008053
_L 0x206D3AC8 0x00000001
_L 0x206D3ACC 0x00000005
_L 0x206D3AD0 0x00008095
_L 0x206D3AD4 0x00001000
_L 0x206D3AD8 0x00000005
_L 0x206D3ADC 0x000080CF
_L 0x206D3AE0 0x00000001
_L 0x206D3AE4 0x00000034
_L 0x206D3AE8 0x000081E4
_L 0x206D3AEC 0x09000000
_L 0x206D3AF0 0x00008001
_L 0x206D3AF4 0x000081E8
_L 0x206D3AF8 0x00000000
_L 0x206D3AFC 0x00000004
_L 0x206D3B00 0x000080E6
_L 0x206D3B04 0x00000100
_L 0x206D3B08 0x00000035
_L 0x206D3B0C 0x000080DF
_L 0x206D3B10 0x00000000
_L 0x206D3B14 0x00000000
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Sadamitsu
Yascheritsu
Joined: Aug 2009
Posts: 1825
From: Russia
#76 “Quote” Edit Post
@hepta_X_27
as i know 8095 effect also affects the ability of characters to walk thru each other
try to remove it (especially the one at the 5th frame).
i will get myself deeper into it tomorrow, now i have to go
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hepta_X_27
Sage
Joined: Jan 2016
Posts: 468
From: Indonesia
#77 “Quote” Edit Post
@sadamitsu
there is no such diefferent I think.
https://drive.google.com/open?id=1l...tA7Tpud_vxfMrVz
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Sadamitsu
Yascheritsu
Joined: Aug 2009
Posts: 1825
From: Russia
#78 “Quote” Edit Post
@hepta_X_27
hm, now i see only one problem - strength of impact.
in Tk7 an opponent after wall bounce returns to the place where he's got the attack but in your code he flies farther
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hepta_X_27
Sage
Joined: Jan 2016
Posts: 468
From: Indonesia
#79 “Quote” Edit Post
@sadamitsu
That's what I meant. In Nancy method, we used 80DF as the impact of WB in => 14. But in tekken 7, =>14 in WB is only get up follow up. There are some bookmark number in their =>38 that has functions like "copy coordinate of P1".
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Sadamitsu
Yascheritsu
Joined: Aug 2009
Posts: 1825
From: Russia
#80 “Quote” Edit Post
@hepta_X_27
i don't think it works like "copy coordinate of P1",
anyway they obviously made some new =>38 effects for WB, so we can't build it 100% like in Tk7.
but it's not necessary, 80DF works ok (if reduce the impact)
and maybe, instead of three moves (close/mid/far) have to build about five
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