Alright, let’s see if this goes anywhere.
First off, this topic will hopefully be of help to people who want to start creating moves.
Over the last few months there have been a few people who said they wanted to try creating moves, but didn’t know where to start, or tried it and thought it was overwhelming, and there might be others who are interested in waza, but never said anything. This topic is for you.
If you’re just looking for move files, you are not the target audience.
This is also not a catch-all tutorial, rather, if there’s interest, this will be a place for DIY instructions to get you started and help you get familiarized with several aspects of wazamake.
I’ve done something similar back in the Returns days and taught a few people how to create edits and logos, this is another go at the same idea.
Carl did something similar with his DIY mod videos.
Lastly, before we start, you need a 1.02 installation of World, the move creator mod (waza) and you need to have the in-game bytes exported.
If you’re missing any of that, there are other tutorials that can help you set this up.
To start, I’ll show you how to create a simple move variation, which I always though was missing in Fire Pro, the 10 Count Punch in the corner.
I’ve chosen this move because it’s very basic and doesn’t need any advanced functions of the tool yet (c-values etc.)
Start World and start waza via the mod menu.
When waza has loaded, load the file Mount Knuckle Arrow.bytes in the CornerGrapple folder.
For this move, we’ll need the file open twice, so click on a different line on the left (1 to 10) and load the same file again.
Now click on the 1st line again, this is the move we’ll edit (we’ll return to the second version later). Either click the last option on the menu that pops up, or click into the move preview window to get rid of it.
On the left side there are 4 rows and one of them has a while circle in it. Those are the animation paths. The amount of paths depends on the move, since this is a starter move, it’s one with only two paths. So, click on the field next to the 1 and you’ll see the sprite of the opponent appear.
Make sure to click on the field for animation path 0 again (the long field to the right of the 0 and the circle), so you are working with that.
Down below you see the actual frames of the move. We won’t work with c-values and other positioning for this move, which will come in a later tutorial. For now click on some of the frames to look at the animation. Don’t worry about the positioning inside waza, you’ll get used to that.
Alright, now you’ll want to look for specific frames: the actual punch. As you’ll see, the same frames cycle a few times. Specifically you’ll notice that the actual punch starts with the frame ID (on the very right) 21364 and ends with two frames with the ID 21369.
Now on to the actual work. Firstly, make sure you have selected animation path 0. Secondly, click and drag your mouse to select frames 25 through 31. Press ctrl-C to copy these frames.
Select frame 32 and press ctrl-V to paste the frames we just copied. Now do this 6 more times, always selecting the frame right after the ones you just filled in.
Next up, select animation path 1 and select & copy frames 25 through 31 on there.
Make sure to paste it the exact amount of times as you did earlier, so 7 times in total. Your move should now be up to frame 80 for both animation paths.
Now it’s time to select the second version of the move we loaded up earlier.
Scroll down the frames for animation path 0 until you reach frame 46. As you can see the frame comes after one with the ID 21369, but it isn’t 21364, it’s 21370, that’s because a different animation starts here, specifically the dismount.
Now use what you’ve learned so far and select the remaining frames from 46 to the end of the move and copy & paste them over to the move we are editing (slot 1), starting at frame 81. Make sure you copy to the correct animation path (0 or 1).
Let’s save what we have so far. Just click the following option and save your move in the NewMoves folder.
Alright, almost done, only 2 things left. First look through the frames of animation bank 0 and make sure that there is only one D in the D column. It should be at frame 78. This is the damage marker, so this is where the damage actually happens.
If you want to add a bit of flair to the move, an easy way is to make the attacker wind up their last punch. To make them to that, look for the frames of the last punch and select the one where the arm is at the peak of the movement. Should be frame 75. Next to the frame number is another number, that’s the animation length. Raise it to whatever you seem fit, I chose 25. Now set frame 75 on animation path 1 to the exact same length.
Save the move again.
And that’s it! Maybe your first move, maybe you Xth move, but either way, it’s your move.
Well done and enjoy.
You only need to import the bytes file now, as shown in different tutorials around here.
If this was interesting or proved helpful to anybody I’ll continue with more step by step tutorials.
Anyway, give waza a try. It’s a lot of fun and very satisfying to see your edits perform your own moves.