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Dev Builds
The code for each character’s moves can be found in their respective folder inside the main fighters folder. If a particular move’s script is not present, then it is still using the base game’s code and will need to be reimplemented if being changed
The dump for all vanilla acmd scripts can be found here.
The vl.prcxml file contains parameters related to characters’ mechanics, articles, specials, and certain other moves. They can be found in romfs/source/fighter/fightername/param
A comprehensive list of each fighter’s variables can be found here. Floats are shown as decimal or whole values whereas integers are displayed in hex (this should be converted to base-10 in HDR’s vl). Note that if there is a typo, a type mismatch, or some other issue, the game will not load the vl correctly and revert to vanilla params
The fighter_param.prcxml file contains general physics parameters for all fighters. It can be found in romfs/source/
. This file cannot be reloaded if changed unless the game is restarted
The full list of vanilla parameters can be found here
The motion_patch.yaml file contains a diff list of properties related to character and article animations. It can be found in romfs/source/fighter/fightername/motion
Vanilla dumps for all motion lists can be found here
To apply the changes to an existing build, replace the respective file file found in fighter/fightername/param
and restart the match. To have the changes export with the dev build, edit the version found in the build
folder instead of source
, but make sure to apply all changes to the source version once finished as that is what gets pushed to the repo
To add new or adjusted animations, the config.json found in the root of hdr-assets will need to be updated. If the animation is replacing one that exists in vanilla, it only needs to be placed in the character’s c00 folder and added to the share-to-add
list. If the animation is for an entirely new move, it needs to be added to all c0X folders and added to the new-dir-files
list
For details on how to structure the assets folder for a pull request, please see the "Pull Request Components" section of the Contributor Guide
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--release
- builds the entirety of HDR into a plugin -
dev
- builds whatever fighters are specified into a reloadable development.nro. The rest of HDR is compiled into the usual plugin -
only
- builds just the core engine, common, and the specified fighter(s) into a plugin -
dev-only
- acts the same asdev
but only outputs the development.nro
While on the character select screen, pressing L + R + Up Taunt
will reload dev.nro, allowing for easy iterative development
Exiting and re-entering a match will also reload the character's vl.prcxml and motion_patch.yaml. Reloading fighter_param or any fighters that use weapon_frame callbacks requires a game restart (the latter will crash upon reloading dev.nro and spawning articles that use said callback)