How To Add Custom Moves In SVR (PSP)

In SmackDown vs. Raw 2011 (SvR 2011), modding the game to add custom moves is a fun way to enhance your gaming experience. Whether you’re looking to introduce moves from previous games or create entirely new ones, this tutorial will guide you through the process. By following these steps, you can safely add new moves to the game and customize your character’s arsenal of attacks.

Before diving into the modding process, please ensure that you are familiar with the basic tools and knowledge required for this task.

Tools Required

Important Modding Knowledge
Step-by-Step Process: How to Add Custom Moves
Step 1: Choose the Move to Add
Step 2: Modify Waza.dat
Step 3: Assign a New Move ID
Step 4: Copy a Similar Move
Step 5: Make the Move a Finisher
Step 6: Update the ID
Step 7: Modify the Damage Data
Step 8: Save Your Changes
Step 9: Import the New Move Animation
Step 10: Finalizing the Mod
Troubleshooting Tips
Conclusion

To mod moves in SvR 2011, you will need the following tools:

  • Pac Editor: Used to edit the PAC files containing animations and data for moves.
  • Anim Editor: A tool for modifying and previewing animations in the game.
  • HxD: A hex editor that allows you to edit the raw data of the game’s files.

Before you begin, there are a few important things to keep in mind:

  1. Avoid Adding Moves to Certain Files: Do not try to add new moves to files like 00.dat and 06.dat, as these can interfere with the game’s stability and cause issues.

  • 00.dat: Contains fighting style data, in-ring and out-ring behavior.
  • 01.dat: Holds data for basic attacks, running attacks, dive attacks, and some grapple moves.
  • 02.dat: Controls front grapple moves.
  • 03.dat: Contains data for back grapple, ground grapple, and corner grapple.
  • 04.dat: Includes ground grapple and taunt data.
  • 06.dat: This file is not commonly modified.
  • 07.dat: Holds created taunt data.
Animation Location: In-game move animations are stored in M.PAC/MOT_/GAME.PAC.

Moveset preview animations can be found in Moves.PAC/MOTN.PAC.

To begin adding a custom move, select the animation from a previous game, such as a Bulldog 01 (11E9) move from SvR 2005. Check the Waza Editor to ensure the move ID you want to use is available.

  • Open the waza.dat file in HxD (the hex editor).

  • The move size length will be 00000040 (in hexadecimal format).

  • The first 00000010 length represents the location data for the move.

  • The next 00000020 length stores the name of the move.

  • The last 00000010 length contains the move's damage data and ID.

  • Search for a Free ID: Use Anim Editor to check if the move ID you plan to use is already taken. If the ID is used (for example, 11E9), you’ll need to assign a new ID.

In this case, we are using 122F as the new ID.

  • Copy a move with similar damage and location properties. You can also choose a different move with varying location and damage data based on your needs.

  • Non-Active Blood: To prevent blood from being triggered during the move, change the location data at 00000005 from 01 to 00.

  • Submission Move: If you want to create a submission move, change 00 to 40.

  • To make the move a finisher, add 08 at the first byte (00) of the data.

  • Change the name of the move as desired, ensuring that you end the name with a 00 byte.

  • Invert the new ID in the file. For example, the actual ID is 122F, but in the file, you should input it as 2F12 (inverted).

  • The damage part is located in the 00000005 length.

  • You can copy the damage data from another move if you prefer a similar damage value, or you can manually input the desired damage values.

Once you have made all the necessary changes, save the waza.dat file.

  • Use Anim Editor to import the new move animation with the correct location.

  • Import the waza.dat file and the new animation data into the M.PAC and Moves.PAC files.

Once all the necessary files have been imported:

  • Ensure the new move works properly by testing it in the game.

  • If any issues arise, go back and check your edits, particularly the IDs and damage data.

  • Disappearing Moves: If you add too many custom moves, some may not appear or function properly in the game. This issue is still under investigation, and there’s no fixed solution yet.

  • Finisher Issues: Custom moves cannot be used as finishers unless you follow the exact steps mentioned above to add them correctly.

Adding custom moves to SvR 2011 can be a highly rewarding experience, giving you the ability to personalize the gameplay even further. By following these steps carefully, you can import new moves and bring a fresh feel to your game.

Remember to always backup your files before making any modifications to avoid losing progress. Enjoy your new moves and have fun customizing your wrestling game!





   

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