So you want to start hacking  multi-spliced moves but nemu is just not cutting it ? Maybe this is what you need then. First I want to thank AcidFMHQ over at The Impact Zone for tuning me into this program and helping me get started with it.

  Ok first and fore most go here and download Cep. For this tutorial I'm using version 0.2.2. There all pretty much the same but this version seems to run a little bit better  on my pc.

  Ok  first open up Project 64.  Now Open up Cep . before doing anything else we need to  make sure Cep is set up correctly , so let's get started.

First click on the Process Tab and click on advanced  now  adjust the settings as featured in the screenshot :

 First Step

The areas in pink are the ones you need to change . If Project64 isn't shown in the first drop down box  hit refresh until it does. when you have everything as the screenshot shows click set and  get ready to  finish up the steup process.

   Now click on the Search tab. Make sure Hex is selected . Now  click Clear then Grab . Refer to the screenshot  if  you still don't understand :

Second Step

 We're almost ready to begin just one for setup step and then we can start hacking.

Now go to the View tab and change the settings to match the screenshot. Be sure to uncheck once and check watch :

Step Three

Now its time to start hacking. I bet your wondering to yourself  how in the hell am I supposed to do this . No worries I'll do a test hack to guide you through it. One thing you need to know is that the addresses are backwards when using this program. You'll  see when we start hacking.

 

Ok for the test hack. Let's start with the Jericho Powerbomb . Go into Smackdown Mall and go to a caw and  go to the movelist and select the  the jericho powerbomb . Now pause PJ64 (F2)   when  player 2 is  up in the air after the first powerbomb. Now you should know what addies we need to search , if not  go read Jamstubbs move hacking tutorial . it will give you the basics. Ok first we need to find the value for  8006B454 in order to do that we search using this 8006B456 . Ok let's try it out. In Cep  click the jump button and  input  6B456 the last five digits of the previous addy. Hit  Ok and  look at all the letters and numbers above lol.

Ok first the top line on the right should be 0006B450 thats the line we're focused on.  since we're looking for the value of 6B456 . We look at the top column and follow along until we see 06(hilighted in  Blue). Below that is the first value(marked in green). Since values are  four digits we have to find  2 more . look right next to it the 07 column( Highlighted in Brown) below that is the rest of our value(marked in gree). Now we have our value 2038 , but remember things are backwards so we must reverse teh numbers which gives us 3820 that is the value for 8006B454.Heres a screenshot that should help you understand:

Searching for values 1

It's really easy to forget all these  values so I suggest you write them down  in notepad . the way I do it is I list the addys like so :

1- 8006B454 (P1 Animation Addy and Value)
2- 8006B456 (P1 Animation Frame Addy and Value)
3- 8006B514 (P2 Animation Addy and Value)
4- 8006B516 (P2 Animation Frame Addy and Value)
5- 8006B460 (P1 Move Sectoin Addy and Value)
6- 8006B462 (P1 Section Frame Addy and Value)
7- 8006B520 (P2 Move Sectoin Addy and Value)
8- 8006B522 (P2 Section Frame Addy and Value)

Then I Seperate them into p1 and p2 like so:

player 1:

D106B454 ____ <= Move replaced.
D106B456 ____ <= Frame at which splice occurs.
8106B460 ____ <= Animation "group".
D106B454 ____ <= Move replaced.
D106B456 ____ <= Frame at which splice occurs.
8106B462 ____ <= Animation value.

player 2:

D106B514 ____ <= Move replaced.
D106B516 ____ <= Frame at which splice occurs.
8106B520 ____ <= Animation "group".
D106B514 ____ <= Move replaced.
D106B516 ____ <= Frame at which splice occurs.
8106B522 ____ <= Animation value.

and then I make a list for the values:

Player 1
1.
2.
3.
4.
5.
6.

Player 2
1.
2.
3.
4.
5.
6.

With this all in one notepad file I can easily plug in the values. So for instance  in this case I'd plug in 3820 by number 1. then I'd plug the next value  in 2.

 

Sorry for getting sidetracked - back to business. Finding the Second Value. Staying on the same line as before look at the column number 04 below that is 8A adn to find the  rest of the value look over at column 5 which is 00 . So the value for  8006B456 is 008A

This is what we should have so far:

player 1:

D106B454 3820<= Move replaced.
D106B456 008A<= Frame at which splice occurs.
8106B460 ____ <= Animation "group".
D106B454 ____ <= Move replaced.
D106B456 ____ <= Frame at which splice occurs.
8106B462 ____ <= Animation value.

 

Now let's find p2 values . Go to jump and input 6B516  and like before follow the first line  until you reach colum 06  . first part of the value is below which  is 21 and we look to column 07 for the rest which is 38 so the value for  8006B514 is 3821. Now searching  6B514 we can find the value for 8006B516 which is  0089. Heres a screenshot to help you see:

Searching for values 2

Now we have to do the move we want to splice. So go back into PJ64 and unpause(F2) the game. For this  example I want to splice  in the Super Snap powerbomb 2. Like before I preview the move and pause it when p2 is  up in the air similar to the way  it was  earlier. Now go back to Cep and let's search again.

 

Go to jump and  put in 6B462 so we can search for the value of 8106B460. We do  just like before. We look over on the first line  under the  #02 column and find that BA is the first part of our value and we look over to #03 column for the rest which is  00 . so 8106B460 value is 00BA. Now we need to do p2 . so  input 6B522  follow along over to the #02 and #03 columns to find  our value  which turns out to be BB00 but we have to reverse it so its 00BB.  Now input 6B520 look at the  #00 and #01 Columns whilst on the first line to find out value which 4A0A but but we reverse it and we have 0A4A.

 

So now we should have something that looks  like this :

player 1:

D106B454 3820<= Move replaced.
D106B456 008A<= Frame at which splice occurs.
8106B460 00BA<= Animation "group".
D106B454 ____ <= Move replaced.
D106B456 ____ <= Frame at which splice occurs.
8106B462 F0A0<= Animation value.

player 2:

D106B514 3821<= Move replaced.
D106B516 0089<= Frame at which splice occurs.
8106B520 00BB<= Animation "group".
D106B514 ____ <= Move replaced.
D106B516 ____ <= Frame at which splice occurs.
8106B522 0A4A<= Animation value.

Now we are basically complete to finish up the code use the  values from the first and second lines  to fill in  so you will have

Player 1

D106B454 3820
D106B456 008A
8106B460 00BA
D106B454 3820
D106B456 008A
8106B462 F0A0

player 2:

D106B514 3821
D106B516 0089
8106B520 00BB
D106B514 3821
D106B516 0089
8106B522 0A4A

 

Now just join them together and place them as one code in pj64 as you would as usual. Not too shabby for a preview move doesn't glitch if it would have glitched  you would pause right before the warping or glitching occurs and then use Cep and the process  stated in Jamstubbs tutorial to fix the glitching.

 

That does it for now. Sorry any typos you might find . I haven't been to sleep in almost 48 hours lol but I believe  i corrected any typos that might exist if not I hope its at least easy to understand.

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