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Moveset mod values


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#1 xirtamehtsitahw

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Posted 23 May 2013 - 01:10 PM

Using the partial list of moveset mod values already available on this site, I will attempt to fill in the blanks (at least for the standing grapple moves). I have already found one--Two Handed Chokeslam 01. Its value is 1334. There are at least a hundred moves listed (not counting the numerous taunts which clutter the list) which have no value listed with them. I will attempt to fill in the blanks as best I can, so that a TRUE complete list of available moves will exist on this site, as well as on caws.ws. Let the creation of true uber-CAWs commence!

#2 xirtamehtsitahw

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Posted 23 May 2013 - 08:30 PM

I noticed that the particular value used for Suplex Hammer froze my game, so I replaced the move with the game's Suplex Hammer (it was in Groggy Grapple, anyway), and found out that the real value is 14AD, not 14B0. Just a simple miscalculation of only four hexadecimal digits too high. A VERY easy mistake to make, especially when a lot of move values have changed over the years. For example, the value for Stone Cold Stunner 01 in SvR 06 is different than the move with the same label in SvR 11.

A note on placing finishers/signature moves in standing-grapple slots: it is possible to do it; in fact, such moves do the same amount of damage as if they were used as finishers/signature moves, plus, they are "counter-proof"! I have NEVER seen these moves reversed, even once, and even on LEGEND difficulty! Of course, I've seen the initial Side Headlock/Rear Waistlock/Wristlock/Necklock grapple animations reversed into one of the AI's own, but that only buys the AI a bit of time, and postpones the inevitable conclusion: total domination by Mewtwo, and a bloodied, battered mess of (what's left of) an opponent.

Does anyone know what, exactly, triggers the "opponent rolled out on a stretcher" animation? I would've thought that Mewtwo would've done that, many times over, in a single match. He recently won a rather one-sided victory against Batista in an Iron Man match, where Mewtwo scored 13 (!) points against Batista, and the match was 20 minutes long, and Mewtwo didn't even have to use his Kip-up ability! I've NEVER done that with any other CAW, including earlier versions of Mewtwo. This finishers-as-regular-moves moveset is the total PWNAGE!

Update: the totally improbable happened--the RAW Mewtwo turned on the SmackDown! Mewtwo (I had had them on the same tag team, and never thought that a CAW would turn on his, for all intents and purposes, exact, carbon-copy clone! The two Mewtwo are EXACTLY alike in every single way! To differentiate them, I will make the "heel" Mewtwo into a "new" creation--Anti-Mewtwo! His belly will be white, and the rest of his skin will be purple, and his eyes will be red. Needless to say, I'll have to assign different sigs and finishers to Anti-Mewtwo, to at least somewhat differentiate him from the original Mewtwo. Now, I must finish the rather grueling (at least for poor Mike Knox) KOs-only Iron Man match I am currently engaged in. :P

Edited by xirtamehtsitahw, 23 May 2013 - 08:42 PM.


#3 md78stewart

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Posted 25 May 2013 - 01:01 AM

If you are testing the values, do you have the chain grapple address codes. If you do, can you post them please.....thank you.

#4 xirtamehtsitahw

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Posted 26 May 2013 - 05:57 PM

Do you wish to know the addresses for the four slots per chain grapple, or for the chain grapple animations themselves? I can provide both, but I wouldn't mess with the chain-grapple animations themselves, unless there are actually hidden chain-grapple animations in the game that you may know about. I wonder if the old HCTP animations are in the game--that was the game where you chose which types of grapple moves to place in each grapple-move slot group, and you could even choose what grapple animation to place in each slot! My favorite one to use was the one where you grabbed the opponent rather forcefully by the throat at arm's length--an interesting combination of raw power and nonchalance!

#5 md78stewart

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Posted 26 May 2013 - 07:47 PM

If you have both then yes I would like both the addresses for the four slots per chain grapple and for the chain grapple animations themselves

#6 xirtamehtsitahw

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Posted 01 June 2013 - 10:48 PM

As I said before, changing the chain grapple animation values may create game-freeze issues, but it's getting late where I am right now (and sorry for the delay in replying--I've been working every single day for six days straight--and I still have to work again tomorrow, but I get Monday off). The reason for all the workdays in a row is to establish a weekly rhythm of full, five-day paychecks, and, given that the pay period for Walmart workers working through Pacesetters is Saturday to Friday, I get paid on the following Tuesday. My actual work schedule is supposed to be Friday through Tuesday, but I started on a Monday, so I had to work both of my "normal" days off (Wednesday and Thursday). This upcoming week I get Monday and Wednesday off, then have to work Thursday through Tuesday (another six-day week), after which my work schedule will "iron itself out". Again, apologies for the belated reply. On Monday I MAY have some time to get some of those move values (and addys! :) ) for you. I hope other people find some interest in this. As for actual "workable" moves, any move that is a standing grapple or strike, finisher, groggy grapple, signature move, or running strike will work in a standing grapple slot. I don't know if back grapples will work in front grapple slots (I doubt it), so just avoid putting those types of grapple moves in front grapple slots. Any move not normally part of the chain grapple movelist will appear as "blank" in your moveset when you view your CAW's moves in Create a Moveset mode. Do NOT attempt to "preview" these hacked moves, as this will freeze your game. If I could find a way to completely unlock all moves (have a true complete movelist containing ALL the moves in the game) and be able to use them in any move slot, I might be able to create some truly interesting movesets for CAWs.

#7 xirtamehtsitahw

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Posted 03 June 2013 - 09:46 AM

Just as I had promised, I will now list the chain-grapple addresses. The ones I will use are for my Mewtwo CAW (who occupies the 14th and 16th CAW slots), so the addresses I will place here are for the 14th CAW slot. To get other CAW moveset codes, simply subtract 18B0 (the offset between CAWs) to go from the 14th to the 13th, et cetera. The first CAW slot's full name begins at 0x005BC322, and ends at 0x005BC33A (as far as I know). I will fire up my game to confirm (or correct) this.

Update: It appears that you can have up to 27 characters in each CAW's full name. If you use 28, it will cause a weird glitch where your character's nickname will "connect" to his/her full name.

As for the moveset addresses, the first chain grapple is the rear waistlock (even though it is listed last in Create a Moveset).

Rear Waistlock Down--0x105D0512; Rear Waistlock Left--0x105D0514; Rear Waistlock Up--0x105D0516; Rear Waistlock Right--0x105D518. Side Headlock Down--0x105D051C; Side Headlock Left--0x105D051E; Side Headlock Up--0x105D0520; Side Headlock Right--0x105D0522. Front Facelock Down--0x105D0526; Front Facelock Left--0x105D0528; Front Facelock Up--0x105D052A; Front Facelock Right--0x105D052C.
Wrist Lock Down--0x105D0530; Wrist Lock Left--0x105D0532; Wrist Lock Up--0x105D0534; Wrist Lock Right--0x105D0536. Signature Move 1--0x105D04A2; Signature Move 2--0x105D04A4. Finisher 1--0x105D04A6; Finisher 2--0x105D04A8. Back Groggy Grapple Down--0x105D04AA; Back Groggy Grapple Left--0x105D04AC; Back Groggy Grapple Up--0x105D04AE; Back Groggy Grapple Right--0x105D04B0. Front Groggy Grapple Down--0x105D04FE; Front Groggy Grapple Left--0x105D0500; Front Groggy Grapple Up--0x105D0502; Front Groggy Grapple Right--0x105D0504.

The actual grapple animation addresses are as follows: Rear Waistlock--0x105D0510; Side Headlock--0x105D051A; Front Facelock--0x105D0524; Wrist Lock--0x105D052E. It will take me (much) longer to find all the "hidden" moves (that is, moves on the list on this site which have no values listed for them). However, I have a feeling that placing created finishers in ANY non-finisher standing grapple slots will make those moves "counter-proof." That even means that placing created finishers in SIGNATURE MOVE slots will make those "created sigs" counter-proof! Also, if you place moves in your CAW's finisher slots that weren't meant as finishers (that is, they aren't among those listed in the finishers list), then your CAW's finishers will also be counter-proof! Use this knowledge to your advantage! :)

Edited by xirtamehtsitahw, 03 June 2013 - 10:23 AM.


#8 xirtamehtsitahw

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Posted 03 June 2013 - 10:24 PM

Turns out I was "wrong" in assuming that placing created finishers in signature-move slots made the "created sigs" counter-proof. However, they are much harder for the AI to counter than a "normal" signature move. I have tweaked Mewtwo and Antimewtwo's movesets to include harder-to-counter groggy grapples (Combination 02, Spear 04, Rowdy Strikes, Striking Spear). I listed them clockwise, starting with the Groggy Grapple Down slot. Both Mewtwo and Antimewtwo (Mewtwo's 'backward-colored' counterpart) use their created finishers as both signature moves and finishers (so it kind of creates a half-arsed version of "Fired Up", with only two finishers instead of three, but you can use it multiple times). Created finishers, when used as signature moves, still have the same level of damage as if they were being used as finishers. I tested this theory by using groggy grapples, sigs, finishers, and regular standing grapples in an inferno match against Taker, as Antimewtwo. Every single grapple move, groggy or otherwise, did about 15 to 16 "degrees" of damage. The number of degrees the flame temperature goes up depends on how powerful the move just executed was. 15 or 16 damage points is equal to one finisher's worth of damage. ALL of Mewtwo/Antimewtwo's grapples do that much damage, making them both the most dangerous--and powerful--members of their respective rosters (one Mewtwo and one Antimewtwo per show). Mewtwo-versus-Antimewtwo matches are awesome affairs, with tons of chain-grapple finishers, groggy-grapple Spears and Combinations, and TONS of blood! Posted Image

#9 md78stewart

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Posted 10 June 2013 - 01:47 AM

Out of curiosity, do you possess the addresses for the chain grapple submissions as well. If you do, I would really likes those as well - thank you.

#10 md78stewart

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Posted 10 June 2013 - 08:13 PM

I'm sorry, if you could post the majority of address for the most complete set for a moveset that you possess would be great. Right now I'm looking for the strong strikes, running ground strikes and running strike hoping that there is a second adress for a second runnning strike. Oh, and thank you, very much, for the chain grapples that you have already posted.

#11 xirtamehtsitahw

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Posted 13 June 2013 - 10:11 PM

I apologize for the delay in replying, but our internet connection has been spotty, at best, over the past few days. Hopefully, that issue is over. As for the chain-grapple struggle submissions, that would be fairly easy, but tedious, as I don't believe there are any existing lists for struggle submission values. As such, it would be hard to pinpoint the exact addresses, but I would bet they are near the actual chain grapple addresses. Here's a little cool info for you, though--you CAN place created finishers in signature move slots! I don't know if you can place them anywhere else, as I've never had them work outside of finisher/sig slots. However, that could have just been because I left the codes I was using "on" during a match where I was trying to use created finishers as chain grapples and groggy grapples. However, if I simply change the chain/groggy grapples of a CAW to created finishers using CWCheat codes, then delete the codes after I save the game with them on, then I shouldn't have any problems. I can only hope that created finishers can be used as chain and groggy grapples, and maybe even "struggle submission" grapples! Wouldn't that be something? By the way, every time I've used a grapple that would've normally been a struggle submission, but in a ladder/table/TLC match (where you can't win by submission), the grapple was NEVER countered by the AI, and it was usually a Powerbomb (if your CAW is a superheavyweight) or a Gourdbuster (if your character is a heavyweight) from the front, and a German suplex (when using a back grapple "struggle submission) for all weight classes (AFAIK).

#12 xirtamehtsitahw

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Posted 23 June 2013 - 12:58 AM

Our internet connection is spot-on once again, so perhaps I should divulge a little info regarding the chain-grapple codes: the addresses are all 16-bit, just like with the moves. The good news about this is that the actual chain-grapple animations can be replaced with actual (non-created) moves! However, it seems the AI is still able to counter them--and it does so, a lot! However, there are certain moves that cannot be countered--you can place grapple moves in place of striking attacks, and they will NOT be countered by the AI! What's even cooler, they will NOT kick out of pins (if the move has a pin-combo component) involving those moves!

The actual values for the chain-grapple animations are: 0064, 0065, 0066, and 0067. The value for grappled strikes (at least the ones my Mewtwo CAW has) are: 007E, 007B, 0071, and 0074. The order of grapples is always listed in the game's memory addresses as follows: Front Facelock, Side Headlock, Waist Lock, Wrist Lock.

#13 xirtamehtsitahw

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Posted 26 June 2013 - 08:46 PM

Here's some more info on "hacked movesets": you can place grapples in the grappled-strike and struggle-submission chain grapple slots! What's even cooler? The fact that the AI can't counter them, NO MATTER WHAT! However, here's the other edge of that two-edged Sword of Damocles: they can--and will--use these moves, too, and you can't counter them, either! Makes for some rather, um, "interesting" matches, to say the least. Lots of bombs going off (not the F variety, thank goodness! :P). *In Jigsaw's recorded voice* Oh yes...there will be blood. *Cue Jigsaw Puppet's maniacal laughter*

#14 md78stewart

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Posted 13 September 2013 - 03:21 AM

Sorry for the long delay in responding because I've been really busy as of late with school and all, but do you have the addresses (not values) for the chain grapple/groggy grapple strikes and submission. That would be great if I could get those. You must be a real genius about hacking because I tried it before and could never figure it out. you seem to have a lot of intel on this version of SVR and I would like to pick you brain.

#15 xirtamehtsitahw

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Posted 10 December 2013 - 09:41 PM

I apologize for the extreme delay in replying, but I just discovered that the offset between the first letter of each CAW's name and the beginning of their chain grapple slot addresses is exactly 100 (hex). It's VERY easy to jump to the required address(es) using TempAR. Just move the chevron-shaped cursor underneath the third-to-last digit of the column of addresses (when you first open TempAR's hex editor menu, it will show the very beginning of the game's memory, e.g. 0x00000000--if you set the "real address" flag to False). Then, simply increase the value of that number by one click. Presto, instant jump of 100h (16 lines)!

I'm going to use this newfound knowledge to (relatively) quickly hack my most recent Mewtwo CAW's moveset (I just created him).

Update: I've ditched the 'Two in favor of "heavier" characters. I have three super-heavyweights on my game right now: Goodra (the 6th generation Dragon-type Pokemon), Badra (her "evil twin"--a dark Goodra), and Dragonite (whom I made smaller so that his BMI would yield a weight of 400 pounds, instead of 463). I also have a cruiserweight character in Midna's Imp form. Most of her moves (apart from her hacked chain grapples) have a "non-lifting" designation, to account for her diminutive size (she's only 5'3" and weighs only 169 pounds--a BMI of 30 to go with her chubby-imp shape). She is the fastest, highest-Technical, and highest-Charisma character in the game, but she has among the lowest of Grapple and Strike attributes (fitting, given her tiny stature).

UPDATE: I've rebuilt Mewtwo on my game, but am going to go EVEN FURTHER in hacking away more of the AI's countering cheapness, and I'm going to be adding the no-pinfalls code, to boot, to stop the AI from ever being able to pin Mewtwo (outside of EC or Steel Cage matches involving pinfalls).

The changes will involve swapping around Mewtwo's ground grapples (replacing them with Struggle Submissions) and his ground strikes and SS moves will be replaced with "regular" ground grapples. In additions, Mewtwo will receive hacked groggy grapples, replacing his front ones with additional SS moves, and his back ones with tag-team moves. His running strike and front running grapple will switch places, and I'm trying to figure out what to do with his back running grapple. I might be able to simply swap it for his running strike, as well (the Lie Detector can hit someone from behind as well as in front, but it doesn't hit as "clean").

'Two is going to be the single most dangerous AI-busting character I've ever created! Cheap, meet Chicxulub (as in Mewtwo's head-targeting finisher, the Chicxulub Impact).

Edited by xirtamehtsitahw, 01 February 2014 - 12:48 AM.