Texture Replacements
Green Screen Pack
A pack of mods to help hide elements or just green screen the stage
Texture Mod | Description | Download Link | Credit |
---|---|---|---|
Green Screen Textures for Training Mode | Hides most elements in the training stage, ideal for video editing. | Download | Jaaaames |
Invisible HUD | Removes health bars, character portraits, meters, and other HUD elements for a cleaner display. | Download | Jaaaames |
Invisible Damage Numbers | Hides damage numbers, hit counts, and other combo details for a minimal look. | Download | Jaaaames |
Invisible Combo Words | Hides in-fight text such as "Tatsunical," "Baroque," "Cross Over," "Advanced Guard," etc. | Download | Jaaaames |
HD Texture Pack (Version 0.7)
Item | Details |
---|---|
Original Source | Reddit Post |
Credit | President Magikarp |
Overview | The HD Texture Pack. This texture pack is safe to use during netplay and offers significant visual improvements to character models, stages, and more. |
Version 0.7 Updates |
---|
|
Item | Details |
---|---|
Current Version | Version 0.7 |
Known Issues |
|
How to Install |
|
Download | Download HD Texture Pack |
Screenshots
Scene | Before | After |
---|---|---|
Loading Screen | ![]() |
![]() |
Daigo Temple (Cherry Blossom) | ![]() |
![]() |
Custom Texture Pack by KBeast
Playstation Button Icons by Lucky Star
Media Fire Link |
Do it yourself by DoctorSc1ence
Custom Music Setup Guide
Source: GitHub Repository for Custom Music Setup
Credit: Keits for asking the hard questions, MGF for making the code, Pops for salvaging it from the internet dumpster and Frankensteining it back to life.
Step
|
Instructions
|
---|---|
Step 1: Download the necessary files | Inside the provided zip file in the GitHub page above, you'll find two folders: Riivolution and Tutorial 2nd. |
Step 2: Setting up the Riivolution folder |
The path should look like this: Documents\Dolphin Emulator\Load\Riivolution. |
Folder Structure Example |
Riivolution ├── config (Folder) ├── boot.elf ├── icon.png ├── meta.xml ├── readme.txt └── TVCUAS.xml |
Step 3: Setting up Music |
|
Running the Start.bat Script |
|
Step 4: Starting the Game |
|
FAQ
Question
|
Answer
|
---|---|
Why is my sound clipping, static-like, or sounding slow? | The bgm.srt file may be out of sync with the playlist. Replace it with the latest .srt generated during the start.bat process. |
Why are my .brstm files making a horrible scratching sound? | If your .brstm files are under 50KB, they cannot hold any data. Ensure the length variable is set correctly in the file properties during the conversion process. |
How do I loop a track? |
|
ERROR: Cannot open tmp/C12R.dsp for reading! | Generate an empty folder called "tmp" in the same directory as BCSM-GUI.exe. |
Baroque Edition Mod
Feature | Details |
---|---|
Mod Title | Tatsunoko vs Capcom: Ultimate All-Stars - Baroque Edition! |
Overview | Baroque Edition is a fan mod that gives every character a total of 4 assists. This mod was created "For Fun" and is not intended for serious competition. Different assists are selected by choosing different costume colors, allowing new combinations and potentially creating better, more broken synergies between characters. |
Source | Baroque Edition Mod Document by Jaaaames |
Creator and the main person to thank for this mod | ......once again, Jaaaames |
Assist Selection (Gamecube Controller)
Button | Costume | Assist |
---|---|---|
Light | 1 | 1 |
Heavy | 2 | 2 |
Medium | 3 | 3 |
Partner | 4 | 4 |
Limitations
Limitation | Details |
---|---|
Character Duplication | Due to the game's programming, you cannot have two of the same character in a match with different assists. The assist for a character is determined by load order, meaning the first instance of the character will overwrite others with different assists. |
Load Order |
|
Example 1 | If Ryu with Assist 3 is on 1P Point and Ryu with Assist 4 is on 2P Point, both will have Assist 3 due to 1P Point loading first. |
Example 2 | If Ryu with Assist 4 is on 2P Point and Ryu with Assist 1 is on 1P Anchor, both will have Assist 4 due to 2P Point loading first. |
Other Inclusions
Feature | Details |
---|---|
Stage | Burning Wasteland replaced with Ark of Yamato. |
Music | Japanese Training Stage music. |
Saki |
|
Morrigan |
|
Zero |
|
Giants |
|
Known Limitations
Known Limitation | Description |
---|---|
Character Duplication | No support for two of the same character with different assists. |
Balance Issues | Some new assists may not be balanced and can lead to unblockable setups or introduce high/low hitting moves, armor, wallbounces, etc. |
How to Patch the Game
Step | Instructions |
---|---|
Step 1: Requirements |
|
Step 2: Install Wiimms Iso Tool | Run the installer as Administrator. Restart your computer if necessary. |
Step 3: Extract Baroque Edition files | Extract the files and scripts into a new folder. |
Step 4: Place your TvC ISO/WBFS | Copy your TvC ISO or WBFS file into the same folder. |
Step 5: Run Extract ISO/WBFS | Run the script depending on the file format (ISO/WBFS) you have. It will extract the game files into a folder titled: workdir.tmp. |
Step 6: Move Baroque Edition Files | Move the "files" folder from the Baroque Edition files into the workdir.tmp folder, replacing any existing files. |
Step 7: Compile the ISO/WBFS | Run Compile ISO/WBFS depending on your desired file type (WBFS is recommended due to smaller file size). The new file will be in a folder titled new-image. |
Step 8: Rename and move the file | Rename the file for easier identification, then move it to your Dolphin game folder. |
Step 9: Load a save file | Download a save file with all characters and costumes unlocked from GameFAQs. |
Known Issues
Issue | Details |
---|---|
Ryu and Chun-Li | Slide after their assists. |
Post-Assist Behavior | Some characters don't taunt after assists due to being airborne post-assist. |
Morrigan Assist 4 | Lacks spikes. |
Assist Recovery | A few assists recover faster than normal. |
Cinematic Assists | May behave erratically but will reset after the match. |
Eddienput 2.0 Guide - Tatsunoko vs Capcom
Item | Details |
---|---|
Last Updated | 2024.02.09 |
Overview | Eddienput (pronounced "edd-input") is a programmable virtual controller aimed at enhancing training mode for all fighting games on PC. This guide explains how to set up Eddienput for Tatsunoko vs Capcom: Ultimate All-Stars. |
Source | Eddienput Guide Document by Jaaaames |
Documentation | Eddienput Documentation |
Download Eddienput v2.0 Beta | Download Eddienput v2.0 Beta |
YouTube Trailer | Eddienput 2.0 Trailer |
Eddienput Setup
Step | Instructions |
---|---|
Step 1: Download the necessary files | Download and extract Eddienput_2.0.zip. Place the necessary files in the appropriate directories. |
Step 2: Download Dolphin Controller Profile | Download the Dolphin Controller Profile. Place the .ini file in USER > Documents > Dolphin Emulator > Config > Profiles > GCPAD. |
Step 3: Download TvC Button Config File | Download the tvc.json file. Place it in the configs folder of your extracted Eddienput folder. |
Step 4: Download the Test Script | Download the test script. Save this file wherever you can easily find it. |
Testing Setup
Step | Instructions |
---|---|
Step 1 | Open Dolphin and load Tatsunoko vs Capcom. |
Step 2 | Open Eddienput.exe (this creates a virtual Xinput controller). |
Step 3 | In Dolphin, go to Controllers, set Port 2 as a Standard Controller, and configure it. |
Step 4 | In the profile section, load the Eddienput profile. |
Step 5 | Set P2’s controls to the default settings in TvC. If necessary, temporarily configure Port 2 to your main controller to adjust settings. |
Step 6 | In Training Mode, select your team and opponents. Set Dummy Action to Player, and in Player Settings, enable Free Baroque. |
Step 7 | In Eddienput, select Recording File and load the tvc_test.txt script. |
Step 8 | Return to TvC and press F3. The dummy should perform the input sequence: A, B, C, 2A, 2B, 2C, P (Wavedashing). |
Script Writing and Playback
Item | Details |
---|---|
Script Example | configs\tvc.json # TvC Test file for Eddienput L W60 M W60 H W60 2+L W60 2+M W60 2+H W60 P W60 loop 10 6 W1 9 W6 6 W1 9 W6 4 W1 7 W6 4 W1 7 endloop |
Configuring Notation | The tvc.json file contains notation for both ABCP and LMHP commands. You can modify the tvc.json file to add your own custom macros. |
Recording and Playback
Step | Instructions |
---|---|
Step 1: Recording | Make sure your Xinput controller is plugged in before opening Eddienput. Your controller should appear as XInput/0/Gamepad and Eddienput as XInput/1/Gamepad. |
Step 2: Open Eddienput.exe | Check that it displays "XInput controller detected! Recording is enabled." |
Step 3: Recording | Select the Recording Configuration File and load the rec_tvc.json file from your extracted Eddienput folder. |
Step 4: In TvC | Go to Training Mode, set up your team and opponents, and start recording by pressing F10. Perform your desired actions and press Select (Back on Xbox controllers) to stop the recording. |
Step 5: Playback | Your recording will be saved as recording.txt in the playbacks folder of Eddienput. |
Frame Data Tool
Item | Details |
---|---|
Developer | Labrys |
Tool Source | Frame Data Tool on GitHub |
Overview | The Frame Data Tool for Tatsunoko vs. Capcom provides live frame data directly from Dolphin and is designed to help with analyzing the game in real-time. |
Features
Feature | Description |
---|---|
Live Frame Data | Provides live frame data during gameplay. |
Compatibility | Can be used while running Dolphin alongside TvC. |
Instructions
Step | Instructions |
---|---|
Step 1 | Open Dolphin and load Tatsunoko vs Capcom. |
Step 2 | Download the tool from GitHub and open it. Follow the on-screen instructions for further configuration. |
Step 3: Notes | This tool was built for an older version of Dolphin, and it has not been updated since 2020. There is no guarantee of compatibility with newer versions of Dolphin. |
Note: As this tool has not been updated since 2020, it may not be fully supported or compatible with the latest versions of Dolphin.
Hex-Editing (Animation/Hitboxes)
Massive Credit to Jaaaames, who compiled this originally here Note: This data is based on observations and is still under review.
Animation Start
The animation starts at the beginning of a physical attack. The typical structure looks as follows:
04 01 60 00 00 00 01 E8 3F 00 00 00 00 00 01 XX 01 3C 00 00 00 00 16 10
Attack Type | Animation Code |
---|---|
Standard | 01 00 01 3C |
Light Attack | 01 01 01 3C |
Medium Attack | 01 02 01 3C |
Heavy Attack | 01 03 01 3C |
Crouching Light Attack | TBD |
Directional Input Alters Attack Button
Commands can be modified with directional inputs, similar to command normals.
(04 01 60 00 00 00 45 FC 3F 00 00 00 00 00 00 01)
Seen with Roll's attack, which starts at 04 03 60. More research is needed to understand this pattern.
Pointer to Alternate Attacks
Some attacks point to alternate versions depending on the direction:
Attack | Points To |
---|---|
Medium Attack | Forward Medium |
Heavy Attack | Crouching Heavy |
Crouching Heavy | Launcher |
Meter Gain
Players gain meter by simply pressing an attack button, regardless of whether it hits or whiffs. Meter gain is most likely proportional to the attack's damage:
34 04 00 20 00 00 00 03 00 00 00 00 36 43 00 20 00 00 00 36 43 00 20 00 00 00 XX 00 00 00 04
Attack Type | Meter Gain Value |
---|---|
Light Attack | 32 |
Medium Attack | 64 |
Heavy Attack | 96 |
Special Attack | C8 |
Animation Speed
The speed at which the attack animation plays can be modified, usually in special moves with different speeds based on light, medium, or heavy versions.
04 01 02 3F 00 00 01 XX 01 3C 00 00 00 00 YY YY 33 35 20 3F 00 00 00 ZZ
Speed Type | Modifier Value |
---|---|
Normal Speed | 64 |
Faster | ZZ > 64 |
Slower | ZZ < 64 |
Active Frames
The active frames determine the time window during which the attack can deal damage. Here's the pattern to track active frames:
20 35 01 20 3F 00 00 00 XX 00 00 00 3F 00 00 00 YY 07 01 60
Where:
- XX is the start of the active frame
- YY is the end
Example | Active Start (XX) | Active End (YY) | Total Active Frames |
---|---|---|---|
Example 1 | 05 | 06 | 2 frames |
Example 2 | 07 | 07 | 1 frame |
Attack Damage
The damage is encoded in hexadecimal and varies based on attack strength. Here's the typical structure:
35 10 20 3F 00 XX XX XX 00 00 00 3F 00 00 00 YY
Attack Type | Damage Value (XX) |
---|---|
Light | 04 |
Medium | 08 |
Heavy | 0C |
Attack Properties
These values determine how an attack is blocked or its hit properties. Here are some common properties:
04 01 60 00 00 00 02 40 3F 00 00 00 00 00 00 XX
Attack Property | Value |
---|---|
Unblockable | 04 |
Mid, Light Hit | 09 |
Mid, Heavy Hit | 0C |
Low, Heavy Hit | 24 |
Hitbox Properties
The hitbox size and position are defined within the following format:
FF FF FF FE 35 0D 20 3F 00 00 00 X1 00 00 00 3F
Where X1 and X2 determine hitbox size and location. For example, Frank's 5A move contains two hitboxes.
Knockback Distance
Defines how far the opponent is launched after getting hit:
35 XX XX 20 00 00 00 00 00 00 00 00 BD 23 D7 0A 3D 75 C2 8F
Knockback Type | Knockback Value |
---|---|
Vertical Knockback | 07 37 |
Horizontal Knockback | 09 00 |