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Editing move animations


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Posted

Believe it or not, it is indeed possible to edit the actual animation of a move. As a proof of concept, I was able to change a 2K15 animation (Knee Smash 1, which will sadly freeze) to get the attacker to stand up. Obviously due to incorrect values, the animation borked out, but I still thought it was pretty interesting, nonetheless. Whether or not this will apply to older animations, I really don't know...

28klv2x.jpg

  • Like 2
Posted (edited)

A small guide:

(1) Find a move you want to edit. In this case, the move I want to edit is Knee Smash. How do I know what ID the move belongs to? Look at "createmode.pac" from 2K15 and 2K16. As this move does not exist in 2K16, I look at the 2K15 createmode.pac, and search for the string "Knee Smash". Offsets 23E78 and 23E79 contain the animation, which in this case, is "1D 82". I look for the bytes 1D 82 in 2K16 and unlock the move (already explained in my thread)

(2) As the ID is reversed, it becomes 82 1D. Do a hex to decimal converter (the programmer calculator in Windows will suffice). In this case, 82 1D is 33,109 in decimal. This confirms it is in mot03 in 2K15. I can't remember what PACH it is in, so you'll have to figure that out. If memory serves me correct, it is in "all_mot5" in 2K16.

(3) Once you have found the animation for Knee Smash, uncompress it. Go to where you have the uncompressed file and open it with a hex editor (I use HxD, but you can use Hex Workshop, or whatever)

(4) Offset 306-307 contains the animation for the attacker. If you want to edit it like what I have done, change D4 04 to 32 B0.

(5) Save it, and inject the file into the PACH. Done! You've just done your first animation edit.

Known issues:

- We still have yet to make 2K15 moves work in 2K16

- We need to work out all the values for the animation. Perhaps tekken57 (happy belated birthday man!), pozzum, or Cave Waverider can help? :)

Edited by jakeypearce
  • Like 3
Posted

Hmm interesting. I'll take a look when I get some time. We might be able to do some awesome stuff with this.

Posted (edited)

Well, I just tried replacing Normal on the Apron 1 (ID 92 AE) with Outlaw on the Apron from 2K14 (ID DA E5). Before I injected it, I changed the YANM byte to be the same as Normal on the Apron 1 (1A 48). When I loaded the game up, something odd happened. Nearly ALL of the 2K16 animations didn't play (except for the DLC ones). The only ones that played were ones from 2K14 such as A Very Bad Guy 1, A Rich Man, Air Boon 1, etc.

The reason why I edited those bytes was because my theory was that the reason why the older animations never worked is due to those incorrect values (Ie. Correct for 2K14, but incorrect for 2K16). Sadly, I was wrong. While I was looking at the pac file for DA E5, the entire animation structure is different to moves from 2K14, 2K15 and 2K16. Normally there would be the bytes 34 7D 36 54 (replaced with 30 F9 1A 7A 26 for 2K15 and 16), however when I searched for those bytes, I could not find them.

Edited by jakeypearce
Posted

A small guide:

(1) Find a move you want to edit. In this case, the move I want to edit is Knee Smash. How do I know what ID the move belongs to? Look at "createmode.pac" from 2K15 and 2K16. As this move does not exist in 2K16, I look at the 2K15 createmode.pac, and search for the string "Knee Smash". Offsets 23E78 and 23E79 contain the animation, which in this case, is "1D 82". I look for the bytes 1D 82 in 2K16 and unlock the move (already explained in my thread)

(2) As the ID is reversed, it becomes 82 1D. Do a hex to decimal converter (the programmer calculator in Windows will suffice). In this case, 82 1D is 33,109 in decimal. This confirms it is in mot03 in 2K15. I can't remember what PACH it is in, so you'll have to figure that out. If memory serves me correct, it is in "all_mot5" in 2K16.

(3) Once you have found the animation for Knee Smash, uncompress it. Go to where you have the uncompressed file and open it with a hex editor (I use HxD, but you can use Hex Workshop, or whatever)

(4) Offset 306-307 contains the animation for the attacker. If you want to edit it like what I have done, change D4 04 to 32 B0.

(5) Save it, and inject the file into the PACH. Done! You've just done your first animation edit.

Known issues:

- We still have yet to make 2K15 moves work in 2K16

- We need to work out all the values for the animation. Perhaps tekken57 (happy belated birthday man!), pozzum, or Cave Waverider can help? :)

Cool stuff. Alas, I'm a bit swamped with work right now, but once I'll find some time I'll have a look.

  • 6 months later...
Posted (edited)

Apologies to necrobump my thread here, however I wanted to know if anyone has had any luck with this? I tried looking at a 2K16 entrance and finding similar bytes, however the format for entrances are in different positions. On that note, the bytes (30 F9 1A 7A 26) are universal (ie. the 5 bytes that I posted earlier are the same).

Edited by jakeypearce

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