![]() ![]() At least on windows 10, some text will be displayed in japanese, as question marks or as random characters.ĥ) Change the byte order to "Big Endian" as this will help reading values and addresses. For some reason Stirling can't load the file with that inside so you have to remove it (I used notepad++ and replaced all instances with nothing/empty).Ĥ) Open Stirling and then open the decrypted file. What you want to do is to use the original japanese struct file found inside the "struct" folder (date 2014) and remove every instance of the japanese character "ー". Using sfiii3.zip will give you the wrong values and addresses.Ģ) Use XCOPY (20090105 version) to decrypt the file called "10".ģ) I noticed that someone tried translating the struct file inside "stir131" and all it did was mess stuff up, so delete that one. ![]() I managed to get Stirling working but I'm not sure if everything is working as intended, some problems might come in the future but as of now it worked fine.ġ) Get the japanese rom (sfiii3n.zip) because the struct file was designed with that version in mind. Defacto examples of how cool palmodding can be! Riiya - For the awesome 3S Stage palmods in part 1. JoshiBro - For sharing the links to the Japanese 3S hacking sites. ![]() Suupabuu - For the unitindex info, as well as answering a ton of querstions, and initially showing me the struct file! Hope this proved interesting whatever the case! ![]() Once enough is found, documents will be made and this first post will be added to as needed. If anybody finds anything, or has anything to share, i'd genuinely be more than grateful if it was shown here. How it works in full is yet unknown to me 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. It seems 3S is neat in the sense sequences of bytes can function as code as well. Made this basic video on how to edit SF3 animations Lastly, i found these notes regarding repeating animations. Pictured here is exactly what i did for visual clarity (Frame 1 of this animation is at 61EB224, goto +0x1EB224 in XCOPY)īefore that, i messed with every first byte to make sure i understood what they were doing. In this example, i set each frame of Alex' startup to 07 AE, and got this 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. Innocent at first, but this has been mega useful for figuring stuff out! Basically, 3S checks strings of 24 bytes apiece. 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). It's info regarding animations, and tidbits on how they work and how to edit them. PART 3: THE ILLUSION OF LIFE File - 10, Offset 6000000/u] Link to the watchtable in image to get ya started After testing it on Sean, i can confirm it works By using this, it's a simpe thing to find anim addresses for Player 1. I've tinkered with setting up a watchtable, and can confirm "Motion data naddress" really means "Anim data header". (1 character 6 lines)Ħ1381C Special Move Command Data Address List Below are some examples, as well as a link to the Palmod Development Discordġ8B180 Address list summary of motion data etc. Palmodding for 3S is actually fairly expansive and simple. (Sincere thank you to JoshiPro for sharing them on the Discord) 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. 2007 is still good for small, quick edits Using it, you could muck with the decrypted files in an external program like HxD or something instead of XCOPY 2007s barebones editor. Main advantage of 2009 is it decrypts and rencrypts files. Link to XCOPY 2007 (put the readme through google translate for convenience) ![]()
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