Moveset extraction, importation and edition should now be done on the new, better project :
https://github.com/Kiloutre/TKMovesets
https://github.com/Kiloutre/TKMovesets
https://github.com/Kiloutre/TKMovesets
Special thanks to: Dantarion, Zen, Robi0990 and DennisStanistan, who heavily helped in the reverse engineering part of this project!
Download link, with executable:
https://github.com/Kiloutre/TekkenMovesetExtractor/releases
Simply run the GUI tool by double-clicking the file GUI_TekkenMovesetExtractor.py
. The following interface will appear:
The GUI tools allows you to export or import moveset simply by clicking buttons.
Simply load the characters through any mean (practice mode, versus mode, etc), then click any "Export: Tekken 7:" button.
The characters will be extracted by default in the extracted_chars/
folder.
In order to work with Tag2, you need to first get the base address of the game in Cemu, and feed it to the variable cemu_base
in game_addresses.txt
This address changes everytime CEMU is started.
You can find it by first finding any game-related value using Cheat Engine's scans.
An easy value is 32770
for crouching and 32769
for standing, in 4 bytes big endian
.
Or 41943040
for crouching and 25165824
for standing, in regular 4 bytes
value type.
Once you've singled out a game-related value, right click on it and click "Find out what accesses this address". Unpause the game and look at the list:
R13 in these list is always cemu_base, and cemu_p1_addr will always be the second argument (ex: r12
in [r13 + r12 + 000000B8
Once both cemu_base and cemu_p1_addr are at the right value in game_addresses.txt
, export characters by clicking the Export buttons in the interface.
cemu_p1_addr only needs to be found once, unless you change the Tag2 version you're using (different region, etc)
(You might have to enabled MEM_MAPPED in cheat engine's scanning options to successfully work with emulators) Each Tekken 7 patch changes the addresses of the game_addresses.txt file. If i don't update the tool myself, you will need correct addresses for the tool to properly function:
t7_p1_addr
andt7_playerstruct_size
are required for basic import/export. More are needed to get access to the tool's 'Set Online' functions, but they are hard to get so i will be the one to do it usually.t7_base
is not needed as far as i know.
Finding the t7_p1_addr
is similar to Tag2.
First, get your character crouching then pause the game. Using cheat engine, scan for the value 32770
(crouching move id) in the 4 bytes
value type. Make your character stand up, then search for 32769
(standing move id).
Scroll at the bottom of the newfound address list: there should be only one address higher than 140000000, which is the address we're interested in. Right click on it and click "Find out what accesses this address" (make sure your game is unpaused afterward).
In the new window that opened, you will see a list of instructions that access this address. For example, cmp [rbx + 0000344]
. rbx
here is what we're interested in: in order to see its value, you will have to click the corresponding instruction.
The value of rbx
here is going to be what you must fill in t7_p1_addr
.
In order to get t7_playerstruct_size
: repeat the process for p2, and then substract p1 to p2. For example in my game, p1 is 0x1434E00D0
and p2 is 0x1434E36C0
.
0x1434E36C0 - 0x1434E00D0 = 0x35F0
Thus, t7_playerstruct_size
is 0x3F50
.
Movesets are imported in memory, so you should have the game running if you want to import a moveset. Two options are available to you:
- Loading the moveset in a simple way, which means it will go away at the next loading screen. Those are the
Import to
buttons. - Using "Monitors", which will also load the moveset in memory, but force that moveset on a specific player constantly. Those are the
Monitor
buttons.
Both buttons work the same: Select a moveset by clicking on it in the moveset list to the left of the import buttons, then click Import OR Monitor. Import requires the game to be already loaded, which is usually what you'd want to use to mess around in practice mode. Monitors can be started even from the main menu, and will work fine no matter how long you play; If you wish to play online with a friend, both players should use monitors so that they can force movesets before the game is loaded.
-
Python 3.6.5 specifically, newever version don't work with the current code.
-
Pywin32 (required) :
python -m pip install pywin32 --user
-
Pyperclip (if you're going to use the animation editor) :
python -m pip install pyperclip --user
This tool exports movesets from memory, you therefore need the game running with the target moveset loaded up already.
In order to work with Tekken 7, the extractor only needs the player's base addresses, to be indicated at the entry p1_addr
of the file game_addresses.txt
.
This address should only change with patches, so you should never have to find it yourself.
You have to then start a game with the targeted moveset loaded up, and simply running the tool motbinExport.py
without any arguments will do the job.
Every moveset extracted from Tekken7 will be prefixed with 7_
Refer to the previous Tag2 instructions in the GUI section to see how are CEMU addresses obtained. Once the game_addresses.txt file is correct, simply run the following command to export Tag2 movesets:
python motbinExport.py tag2
Every moveset extracted from Tag2 will be prefixed with 2_
Movesets are imported directly in memory, requiring the game to be loaded up and being only temporary.
After having extracted a moveset, you can import it like such:
g
python motbinImport.py CHARACTER
CHARACTER is to be replaced with the folder name of the target character, containing the .json and animation data. Administrator rights may be required to import the moveset into memory.
-
Fix Tag2 projectiles (doesn't seem possible at all)
-
Fix missing TAG2 commands that use command buffer. Placeholder?
-
Look at tag2 intro, especially mokujin & combot
-
Remove reliance on Python 3.6.5
-
Add export naming option
-
Automatically get cemu_base from CEMU location
-
Import anim & move names like tekken 7 does
-
Import camera and projectiles for Tekken 7. Lee crashes with Lili or Leo RA.
-
Look into making ttt2 intro and outro end automatically
-
Use opponent for tag2 outros (might not be viable)
-
(Jin) Dj tag2 vs DJ tag2, treasure battle, online player buttons, crash on loadscreen
-
Green Ogre 3~4 crash
-
Rename "group_cancels" to "generic_cancels"
-
Split command in two 4bytes
-
Split attack hitlevel in 2? need to keep the order the same for tag2
-
Check out eliza in tekken revolution for projectile struct
-
Dunno if you know already but using Anna's df4 will cause the character's body to spazz out a bit.
-
Build requirements also from group_cancels
-
Create tool to view current T7 move data. Cancel list, reactions
Moveset editor:
- Fix modifying tag2 movesets, 'if you change the requirement of a move to screw / bound with any tag 2 character, the game insta crashes'
- MoveId nmes hovers in reaction list?
- Reload file button
- "Find out what cancels into this move" button