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Stage Boundary Data

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
Really lazy now but will update this post later. I'm catalogging/catalougging/cataloguing/whatever every stage's blastzone and platform data. I'm using Bbox and BrawlWall to collect it.

https://spreadsheets.google.com/ccc...GFFaFp2RmhGSVJ4aktZMHc&hl=en&authkey=CIPG8tEC

It's on the Google Docs, and clicking the link should give you full access, including editing powers if you want to help with that part. That part is easy, though, and I really don't need much assistance with it.

[collapse="To do list"]Red means incomplete. Green means done.
1. Finish all the stages
2. Incorporate all that data into pretty pretty pictures like [collapse="Example"]
[/collapse]this.

3. Release to public with a small write-up functioning as a point-out-the-obvious section, e.g. "Jungle Japes has a very high ceiling, and thus may be a good choice against characters with strong vertical kill moves such as Olimar."[/collapse]

[collapse="How you can help"]
1. Using a picture of the stage in question (optionally, with your favorite texture applied), edit in the pretty numbers and boxes like in the example link above using your favorite image editing software. Include some black space around the stage to show the region between the camera boundary and the blastzone. To make the pictures consistent, let's use Arial size 18 font, using the color red for blastzones, yellow for cameras, and green for platform related lengths/heights. I forgot all my colors in hex so I won't be any more specific than that lol.
2. Suggest other ideas that could enhance the project. Other information we could include in it?
3. Help me write up stage analyses. See Battlefield and Final Destination examples.[/collapse]

New- "Stages for Dummies" Write-up (WIP)
[collapse="Detailed Stage Analysis"]
[collapse="Battlefield"] battlefield.jpg

Camera Center (x,y) (0, 0)
Top-left Camera Limit (x,y) (-170, 130)
Bottom-right Camera Limit (x,y) (170, -50)
Top-left Blastzone (x,y) (-230, 180)
Bottom-right Blastzone (x,y) (230, -115)
Respawn Platform (x,y) (0, 70)
Main Platform Height (y) (.2)
Other Platform Heights (y) (24.375, 47.375)
Main Platform Width (-x, x) (-78.116, 78.043)

Main Platform to top blastzone: ~180
Platform Height 1 to top blastzone: ~155
Platform Height 2 to top blastzone: ~135
Center of stage to side blastzone: 230
Edge of stage to side blastzone: ~150

The two ledges here aren't quite even, so some characters can pull off weird things on only one side; Marth and Kirby's UpB's on the left ledge sometimes behave oddly. As far as the numbers go, Battlefield is pretty average. It has the roughly average 180 ceiling height and sensible platforms and boundaries.



[/collapse]
[collapse="Yoshi's Island: Brawl"]yoshisisland.jpg

Camera Center (x,y) (0, 0)
Top-left Camera Limit (x,y) (-160, 130)
Bottom-right Camera Limit (x,y) (160, -50)
Top-left Blastzone (x,y) (-220, 180)
Bottom-right Blastzone (x,y) (220, -125)
Respawn Platform (x,y) (0, 55)
Main Platform Height (y) (-3.518 to 1.754)
Other Platform Heights (y) (25.5 when neutral)
Main Platform Width (-x, x) (-70.47, 69.417)

Main Platform to top blastzone: ~180
Platform to top blastzone: ~155
Center of stage to side blastzone: 220
Edge of stage to side blastzone: ~150

Sonic can use the ledges for an invincible spindash, and DK can use the edge slant for UpB shenanigans, but that's about it. The ledges are asymmetrical, and in some cases weird things happen, like when G&W tries to ledge jump off the right side (he just falls).
Numerically, we have another average stage. 180 ceiling, average. Average height platform.

[/collapse]

[collapse="Smashville"]smashville.jpg

BBR 3.1 Verdict: Starter Group 1

Camera Center (x,y) (0, 0)
Top-left Camera Limit (x,y) (-160, 130)
Bottom-right Camera Limit (x,y) (160, -50)
Top-left Blastzone (x,y) (-220, 180)
Bottom-right Blastzone (x,y) (220, -115)
Respawn Platform (x,y) (0, 70)
Main Platform Height (y) (.1)
Other Platform Heights (y) (27.4)
Main Platform Width (-x, x) (-69.059, 70.246)

Main Platform to top blastzone: ~180
Platform to top blastzone: ~155
Center of stage to side blastzone: 220
Edge of stage to side blastzone: ~150

The ledges are actually asymmetrical but I don't know of any phenomena that occur here with them. The moving platform is useful for platform cancelling, and indeed this stage is the main reason to learn that technique. This stage has the typical "neutral boundaries." Uninteresting, average, and boring. Kill percents here will be quite nearly the same as on FD, BF, YI, or most other stages.

[/collapse]

[collapse="Lylat Cruise"]lylatcruise.jpg

Camera Center (x,y) (0, 0)
Top-left Camera Limit (x,y) (-160, 130)
Bottom-right Camera Limit (x,y) (160, -50)
Top-left Blastzone (x,y) (-230, 180)
Bottom-right Blastzone (x,y) (230, -125)
Respawn Platform (x,y) (0, 60)
Main Platform Height (y) (0 to -8)
Other Platform Heights (y) (22, 28)
Main Platform Width (-x, x) (-80, 80)

Main Platform to top blastzone: ~180
Platforms to top blastzone: ~155
Center of stage to side blastzone: ~230
Edge of stage to side blastzone: ~150

The numbers for this stage are only representative- they are exact in the case that the stage is completely flat, but if it's tilted they'll be off a bit. This stage is notorious for screwing with recoveries, and the tilts can even disrupt chaingrabs and projectiles. You can platform cancel on the platforms while the ship is tilting, making this the second most widely seen platform-cancel stage after SV. Average boundaries are average.

[/collapse]

[collapse="Pokémon Stadium 1"]Camera Center (x,y) (0, 0)
Top-left Camera Limit (x,y) (-180, 140)
Bottom-right Camera Limit (x,y) (180, -66)
Top-left Blastzone (x,y) (-230, 180)
Bottom-right Blastzone (x,y) (230, -115)
Respawn Platform (x,y) (0, 60)
Main Platform Height (y) (5)
Other Platform Heights (y) (24)
Main Platform Width (-x, x) (-87.75, 87.75)

Main Platform to top blastzone: 175
Platforms to top blastzone: ~155
Center of stage to side blastzone: ~230
Edge of stage to side blastzone: ~140

The most interesting thing about it is the transformations. They run on a set timer, and a small thread on the subject can be found here. Most of the transformations encourage camping and such. On the water transformation with the infamous windmill, you can actually pass straight through the windmill while airborne if you hold down as you go through. Obviously doesn't work if you're in hitstun, just tech it if that happens. This stage is a little bit wider than average, but apart from that all the boundaries are perfectly normal.
[/collapse]

[collapse="Final Destination"]


BBR 3.1 Verdict: Starter Group 3

Camera Center (x,y) (0, 0)
Top-left Camera Limit (x,y) (-180, 130)
Bottom-right Camera Limit (x,y) (180, -60)
Top-left Blastzone (x,y) (-240, 180)
Bottom-right Blastzone (x,y) (240, -115)
Respawn Platform (x,y) (0, 50)
Main Platform Height (y) (.64)
Main Platform Width (-x, x) (-86.876, 86.876)

Main Platform to top blastzone: ~180
Center of stage to side blastzone: 240
Edge of stage to side blastzone: ~155

The background changes and the poorly-coded ledge traps you and lets you fall to your death, and that's about it. Average ceiling height of 180. Average side boundaries. The only un-average thing is the lack of platforms. Doesn't benefit characters with strong killing moves in either the horizontal or the vertical departments. It is wider and longer than average, but apart from that, this stage is more of the same.


[/collapse]

[collapse="Castle Siege"]3-part stage

Castle Siege 1

csuno.jpg

Camera Center (x,y) (0, 0)
Top-left Camera Limit (x,y) (-150, 130)
Bottom-right Camera Limit (x,y) (150, -50)
Top-left Blastzone (x,y) (-210, 180)
Bottom-right Blastzone (x,y) (210, -115)
Respawn Platform (x,y) (0, 60)
Main Platform Height (y) (0 to 10)
Other Platform Heights (y) (27 left, 36 right)
Main Platform Width (-x, x) (-65, 66)

Main Platform to top blastzone: 170 to 180
Center of stage to side blastzone: 210
Edge of stage to side blastzone: ~145

Castle Siege 1 is pretty typical. 180 ceiling, asymmetrical. The slightly shorter-than-average side blastzones could help you out with horizontal kills. Plats are roughly the same height as BF level 1. Quick quote regarding CS's transitions:
Castle Siege has a very simple pattern for its transitions. It will spend exactly 40 seconds on each transition, and the transition screen in between will take between 2 and 8 seconds, depending on HOW FAST YOUR WII LOADS.
Castle Siege 2

csdos.jpg

Camera Center (x,y) (0, 0)
Top-left Camera Limit (x,y) (-120, 150)
Bottom-right Camera Limit (x,y) (120, -20)
Top-left Blastzone (x,y) (-180, 200)
Bottom-right Blastzone (x,y) (180, -40)
Respawn Platform (x,y) (0, 90)
Main Platform Height (y) (0)
Other Platform Heights (y) (53 leftstatue, 26 rightstatue, other things 54 to 80)
Main Platform Width (-x, x) (-420, 420 (-∞, ∞ in practice))

Main Platform to top blastzone: 200
Left statue to top blastzone: ~150
Right statue to top blastzone: ~175
Top things to top blastzone: ~130
Center of stage to side blastzone: 240
Edge of stage to side blastzone: walkoff

The average stage has an effective ceiling of about 180; this stage has 200. Vertical kills aren't going to work so well. Horizontal kills and throws work great, however. Beware of chaingrabbers if you're chaingrabbable.

Castle Siege 3

cstres.jpg

Camera Center (x,y) (0, 0)
Top-left Camera Limit (x,y) (-170, 130)
Bottom-right Camera Limit (x,y) (170, -50)
Top-left Blastzone (x,y) (-230, 180)
Bottom-right Blastzone (x,y) (230, -125)
Respawn Platform (x,y) (0, 50)
Main Platform Height (y) (0 to 5)
Main Platform Width (-x, x) (-83, 82)

Main Platform to top blastzone: ~180
Center of stage to side blastzone: 230
Edge of stage to side blastzone: ~150

You see what I wrote about FD? Same things apply.

[/collapse]

[collapse="Delfino Plaza"]

Aerial Forms

Camera Center (x,y) (0, 0)
Top-left Camera Limit (x,y) (-160, 130)
Bottom-right Camera Limit (x,y) (160, -40)
Top-left Blastzone (x,y) (-220, 180)
Bottom-right Blastzone (x,y) (220, -115)
Respawn Platform (x,y) (0, 60)
Main Platform Height (y) (0)
Other Platform Heights (y) (26 to 61)
Main Platform Width (-x, x) (-70.676, 70.676)

Main Platform to top blastzone: 180
Center of stage to side blastzone: 220
Edge of stage to side blastzone: ~150

Slightly smallish side boundaries. Average ceiling height though, although the platforms do reach up pretty high. I can get information on all the landing points, but there's so many and they're so short I didn't think it was worth it.

[/collapse]

[collapse="Halberd"]I have all the data for Halberd, except the platform heights- I'm missing it for both the aerial and grounded phases. Unfortunately, that means I don't have effective ceiling height data, which was my main reason for interest in this stage. I don't want to mislead by posting incomplete data, so this is blank for now. [/collapse]

[collapse="Frigate Orpheon"][color="sandybrown]Two part stage

frigateorpheon1.jpg

Camera Center (x,y) (0, 0)
Top-left Camera Limit (x,y) (-150, 10)
Bottom-right Camera Limit (x,y) (150, -160)
Top-left Blastzone (x,y) (-220, 60)
Bottom-right Blastzone (x,y) (220, -235)
Respawn Platform (x,y) (0, -50)
Main Platform Height (y) (-114.5)
Other Platform Heights (y) (-87 stationary, -114.5 to -145 for lowering platform )
Main Platform Width (-x, x) (-46.786, 46.678)

Main Platform to top blastzone: ~175
Raised Platform to top blastzone: ~150
Center of stage to side blastzone: 220
Edge of stage to side blastzone: ~175

It's shorter than I expected. Even shorter than the neutrals, surprisingly.

[/color][/collapse]

[collapse="Brinstar"] Camera Center (x,y)
Top-left Camera Limit (x,y)
Bottom-right Camera Limit (x,y)
Top-left Blastzone (x,y)
Bottom-right Blastzone (x,y)
Respawn Platform (x,y)
Main Platform Height (y)
Other Platform Heights (y)
Main Platform Width (-x, x)[/collapse]
[collapse="Pictochat"] Camera Center (x,y)
Top-left Camera Limit (x,y)
Bottom-right Camera Limit (x,y)
Top-left Blastzone (x,y)
Bottom-right Blastzone (x,y)
Respawn Platform (x,y)
Main Platform Height (y)
Other Platform Heights (y)
Main Platform Width (-x, x)[/collapse]
[collapse="Rainbow Cruise"] Camera Center (x,y)
Top-left Camera Limit (x,y)
Bottom-right Camera Limit (x,y)
Top-left Blastzone (x,y)
Bottom-right Blastzone (x,y)
Respawn Platform (x,y)
Main Platform Height (y)
Other Platform Heights (y)
Main Platform Width (-x, x)[/collapse]
[collapse="Pokémon Stadium 2"] Camera Center (x,y)
Top-left Camera Limit (x,y)
Bottom-right Camera Limit (x,y)
Top-left Blastzone (x,y)
Bottom-right Blastzone (x,y)
Respawn Platform (x,y)
Main Platform Height (y)
Other Platform Heights (y)
Main Platform Width (-x, x)[/collapse]
[collapse="Jungle Japes"] Camera Center (x,y)
Top-left Camera Limit (x,y)
Bottom-right Camera Limit (x,y)
Top-left Blastzone (x,y)
Bottom-right Blastzone (x,y)
Respawn Platform (x,y)
Main Platform Height (y)
Other Platform Heights (y)
Main Platform Width (-x, x)[/collapse]
[collapse="Norfair"]Camera Center (x,y)
Top-left Camera Limit (x,y)
Bottom-right Camera Limit (x,y)
Top-left Blastzone (x,y)
Bottom-right Blastzone (x,y)
Respawn Platform (x,y)
Main Platform Height (y)
Other Platform Heights (y)
Main Platform Width (-x, x) [/collapse]
[collapse="Green Greens"] Camera Center (x,y)
Top-left Camera Limit (x,y)
Bottom-right Camera Limit (x,y)
Top-left Blastzone (x,y)
Bottom-right Blastzone (x,y)
Respawn Platform (x,y)
Main Platform Height (y)
Other Platform Heights (y)
Main Platform Width (-x, x)[/collapse]
[collapse="Distant Planet"]Camera Center (x,y)
Top-left Camera Limit (x,y)
Bottom-right Camera Limit (x,y)
Top-left Blastzone (x,y)
Bottom-right Blastzone (x,y)
Respawn Platform (x,y)
Main Platform Height (y)
Other Platform Heights (y)
Main Platform Width (-x, x) [/collapse]
[collapse="Luigi's Mansion"]Camera Center (x,y)
Top-left Camera Limit (x,y)
Bottom-right Camera Limit (x,y)
Top-left Blastzone (x,y)
Bottom-right Blastzone (x,y)
Respawn Platform (x,y)
Main Platform Height (y)
Other Platform Heights (y)
Main Platform Width (-x, x) [/collapse]
[collapse="Pirate Ship"]a [/collapse]
[collapse="Port Town Aero Dive"] Camera Center (x,y)
Top-left Camera Limit (x,y)
Bottom-right Camera Limit (x,y)
Top-left Blastzone (x,y)
Bottom-right Blastzone (x,y)
Respawn Platform (x,y)
Main Platform Height (y)
Other Platform Heights (y)
Main Platform Width (-x, x)[/collapse]
[collapse="Yoshi's Island: Melee"]Camera Center (x,y)
Top-left Camera Limit (x,y)
Bottom-right Camera Limit (x,y)
Top-left Blastzone (x,y)
Bottom-right Blastzone (x,y)
Respawn Platform (x,y)
Main Platform Height (y)
Other Platform Heights (y)
Main Platform Width (-x, x) [/collapse]
[/collapse]

Old how-to that is no longer needed because I finished it myself before anybody helped. :sad:
[collapse=Step-by-step on how to help me out]

1. To help out with this project, you will need:
BrawlWall (Download)
BrawlBox (Download)
Various STG.pac's (I can't find a good database for all of them. The names are in the spreadsheet, get the name and search it/Google it/whatever it takes.)

2. Open BrawlWall. Open the spreadsheet. Open up the stage.pac that you want to find the data for. For this tutorial, we're going to use Battlefield.
You should see something like this.


I'll explain each part. Dark blue is objects. They're typically different parts of the stage. One might be one platform, another might be another, and a third might be the main stage body. Sometimes you have to cycle through them to get to the proper yellow area.
Yellow is the planes. They're essentially the connections of stage points, and each one is a little bit of the stage. Whenever you click on one of these the corresponding part in the viewer will turn red. It's easy to see what you're doing. To get the main platform height, what you'll want to do is find (by cycling through dark blue objects) the correct "ground" tiles that make the main platform. Click on one and you'll see a Y-coordinate. Record this in the appropriate place on the chart. Now, find the leftmost main stage "tile" and record the leftmost x-coordinate under Main Platform Width, doing the same for the rightmost x-coordinate of the rightmost "tile."
Green is the stage position markers, AKA the important stuff for this project. Click on any one of them and you'll get an (X,Y) of its position. Record that for CamCntrN
(camera center), CamLimit0N (top-left camera limit), CamLimit1N (bottom-right camera limit), Dead0N (top-left blastzone), Dead1N (bottom-right blastzone), and the Rebirths as Respawn Platform (all the 'Rebirths' tend to give the same number).
Red is weird. Most stages have no options in these areas, but transforming stages have the data for different transformations stored in these areas. If you want to experiment with these, try it on PS1/PS2 first. You'll be able to see each transformation in BrawlWall. Ignore these for the most part.
Some stages in BrawlWall are just weird. Look at Pictochat >.<


3. Fun time. Keep BrawlWall open for double-checking purposes and whatnot, and open BrawlBox. File --> Open --> Stage.pac. Expand ARC 2 and find the light blue box, MiscData[2] (some stages have more if they have transformations, open the first one). Right-click (or the Mac equivalent >.>) it and select Preview.

Play around with that for a while. In this post there's a quote explaining basic controls. It's hard for me to exactly say what to do here since I'm still figuring it out myself. Basically, trying to get positions for non-main platforms in BrawlWall is weird because they're attached to bones bla bla bla. In BrawlBox, though, you can just Alt+Left click to get some absolute coordinates. Line up a platform in question like this, perpendicular to the viewing plane:

Hold Alt, then left-click and drag around where you want to get coordinates. Notice it doesn't matter if you start drawing a plane, you'll still get the data; just don't save when you exit BrawlBox. See I get about 24- I'll record that under Other Platform Heights. In this case it's obvious which platforms are which, so I don't bother to specify. Battlefield is the only stage I've been able to get an 'exact' platform height for from BrawlWall, and the value is 24.375. 24 from BrawlBox is close enough, so use that. Congratulations! You finished gathering data for a stage!
[/collapse]

 

Mr. Escalator

G&W Guru
Joined
Apr 11, 2008
Messages
2,103
Location
Hudson, NH
NNID
MrEscalator
I'll take a look at some of the stage data tomorrow/Tuesday. I'm still sick, so no guarantees on that, but I'm definitely interested in finding stage information.
 

T-block

B2B TST
Joined
Jan 11, 2009
Messages
11,841
Location
Edmonton, AB, Canada
I highly approve of this project.

I might find time to help out in the future. I'm in the midst of writing up my own project proposal at the moment.
 

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
Updated "how you can help" section to reflect how the project has been helped.

@Indigo: I'll try to stay on.

@Señor Escalator + Tblock: Great.
 

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
Alright guys, I'm stuck right now. It's kind of critical to be able to get platform heights for this project. Not only are not all main platforms at height 0, but on a lot of stages I'm getting silly results like Halberd having a high ceiling. That's because I can't figure out how to find accurate (main) platform heights in the same units that the blastzone measurements are in- even though the blastzone is that high, the main plat is quite high up too, creating a net low ceiling. Technical help requested.
 

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
dubble post alert

Well, I can't figure out a way to get an "exact" value, so I'm just going to use Bbox's model editor and sample points to guesstimate the Y-coordinates of platforms. Works fine, I guess. It's not like this data depends on being accurate to the hundredths place or anything, thankfully. I might still need technical assitance for weirdo stages like Frigate/maybe Halberd and the like. I've got the whole spreadsheet organized and the most common starters all filled out.
 

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
Feel free to help out guys, ESPECIALLY with the image editing. There's under ten stages left to data mine for since I've done almost all of them. Seriously, I could use help with making pretty pictorial representations of my findings- that's the most labor intensive part and it's pretty easy. I don't care whether you photoshop it or use MS Paint in five minutes, honestly, as long as there's some end result.
If you haven't looked at the spreadsheet yet, do it just to see what this is all about.

Also, to keep you all amused, imagine what I saw when I opened up Distant Planet in BrawlBox.
[collapse="mind = blown"]

[/collapse]
The stage was actually in there, though. Lol.
 

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
UPDATE!

The spreadsheet is 100% done, except for about 2% of it. lol inb498%done. I can't find any data for RC whatsoever, since it crashes BrawlWall and BrawlBox can't get what I need. I also can't deal with Halberd- it opens, but later on the platforms move and BBox is no help, so I have the boundaries but not the platform heights. I'm going to have to try to determine them experimentally via Wii. If you can help with either of these two, tell me. Please. I might ask some stage hackers if they can help me later.

Picture progress: 1/25. 4% done, and I did all 4 of those percents too. Ayúdame por favor.

I'm starting to work on that write-up for each stage detailing what the numbers mean, AKA "Stages for Dummies." Will be updating that into the OP as I work on it.
 

SuSa

Banned via Administration
Joined
Jul 20, 2008
Messages
11,508
Location
planking while watching anime with Fino
Distant Planet scares me now...... can't wait to see this be done.. :) If I knew how to do the pictures I could work on it in Photoshop.

EDIT:

For pictures I'll need:
Picture of the stage [No Textures IMO, while people can recognize the stage it won't look as professional] I can't get screenshots, and if one person quickly got a screenshot of every stage (lol quickly... I'm funny) I can add all the numbers...

If you told me how to do the numbers:
How the **** you managed to get those numbers for FD
 

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
BrawlWall. Download and info is in the 'old guide' section of the OP IIRC. It gives exact numbers, so that's how I got three decimal place accuracy ;)
For points and things Brawlwall didn't work for I sampled points in the BrawlBox preview editor.

I couldn't find good images for every stage either tbh. I actually just googled "final destination brawl" and used the first result with some black space around it.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
Hey Lux, I might be able to check to see how far up the platform moves during it's animation. That might help you.
 

Luxor

Smash Champion
Joined
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Messages
2,155
Location
Frame data threads o.0
OMG YOU DO DAT

Halberd is prolly one of the more important stages too, since it's critical to know exactly how short te low ceiling stages are.
 

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
2,155
Location
Frame data threads o.0
Posting to bump, say I'm not dead, and will still finish. Help with the images would be appreciated though, just google "ssbb stagename" and use an appropriate image.
 

SuSa

Banned via Administration
Joined
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Messages
11,508
Location
planking while watching anime with Fino
Again, if someone can get me all the pictures, host them, and stick them in this thread. I will go ahead and do every single picture.

I just don't want to waste my time gathering all the needed pictures... it can be anyone (doesn't have to be you) but I need pictures for all the stages.


:nifty::leek:
 

T-block

B2B TST
Joined
Jan 11, 2009
Messages
11,841
Location
Edmonton, AB, Canada
Quick question: a while ago, I heard that the blastzone are actually not rectangular, but are curved, being slightly higher in the middle. Is that completely busted now?
 

SuSa

Banned via Administration
Joined
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planking while watching anime with Fino
Please don't take this as offensive....

But you tell me:




You were probably told to think of them "as curved" due to DI + Fastfalling causing you to live longer by angling yourself to travel a further distance during knockback. (EG: A move that hits you straight up at 90 degrees would kill you faster than if you had DI'd it to the left/right)

EDIT:
I read your summaries and it appears most stages have a blast zone of 180 for the top section. I am going to go under the assumption this isn't based off the main platform which changes within this, which causes Yoshi's Island (Brawl) to kill later vertically than other stages.
 

T-block

B2B TST
Joined
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Messages
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Location
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Or it wasn't curved, but the corners were cut off or something.

I know what the image shows - my point was, did we actually test and confirm that the blastzones form a perfect rectangle, or are we assuming it?
 

SuSa

Banned via Administration
Joined
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Messages
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planking while watching anime with Fino
I'm now confused about your data.

FD:
Camera Center (x,y) (0, 0)
Top-left Camera Limit (x,y) (-180, 130)
Bottom-right Camera Limit (x,y) (180, -60)
Top-left Blastzone (x,y) (-240, 180)
Bottom-right Blastzone (x,y) (240, -115)
Respawn Platform (x,y) (0, 50)
Main Platform Height (y) (.64)
Main Platform Width (-x, x) (-86.876, 86.876)
The main platform height is .64? (y)

How exactly does that factor with the top blast zone (which seems to be 180)?

I am going to go under the assumption that all measurements are taken from "0,0" which is the "center stage" (no guarentee a platform is there) and that the main platform is 0.64 above this "center line"

Which would make the top blazt zone at179.36 (so... ~180)

Am I understanding that correctly?


PS:
Your picture doesn't give numbers for the camera but displays it "roughly" in yellow... it might be worth noting the space between camera and blast zone?

:nifty::leek:
 

Luxor

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Yeah, the actual "floor to ceiling" distance is 179.36. Every point on the stage is given X and Y-coordinates based off of the arbitrary 0,0 location set by developers. Usually this 0,0 is the CamCenterN where the camera naturally focuses, but there are exceptions. The actual 0,0 location is meaningless.

It would be nice to note the camera boundaries more exactly, but I honestly don't care. I just want the data in a visual format for people who don't like it in either the spreadsheet or the lists.
 

SuSa

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Again... GET ME SOME **** PICTURES and I'll make every single stage. I'll save your image so I use the same shades for red/yellow/green and I can use the same font and everything so they all look alike (outside of the background pictures...)

This will include:

Platform lengths (if you give them to me.. more complex stages will need explanations XD)
Blast Zone (from center stage and edge of stage)
Camera Distance (from BZ's)

Optional:
Distances from "main platforms" to "sub platforms" (Or w/e the **** you want to call them), eg: Distance from Battlefield main platform to 1 of the 2 low platforms. Also distance to top platform.

^ but that seems overboard ^

:nifty::leek:
 

Luxor

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I'm looking for them and posting requests as I type.

I'd like platform heights in the pictures, though. The number without the line would be plenty. Thanks for the willingness to help :nifty::leek:
 

SuSa

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Less of a willingness as.... well considering my lack of BAWrl all I get to do is number crunch, organize data, or find a way to display data.... I need SOMETHING to do to justify my being back here. =P

So this and updating the frame data to read differently (lol) is about the extent of what I'm currently able to do.

I was supposed to get BAWrl last week.. turns out I'm most likely getting it for Xmas instead. =| which PISSES me off... I can only play at tourneys...and smashfests.

:nifty::leek:
 

SuSa

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Certain ones (Pirate Ship?) need to be retaken. =\

Also the cutoffs on these are so weird. oo I'm actually going to have to expand the canvas for every single one of those. >.< so I'll go develop a standard size for each image to work with.

But yeah... take a look at Brinstar:


It's a mess. =\

:nifty::leek:
 

Luxor

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Apparently he got them all just by googling them, go ahead and do the same. It's not an issue if you have to add in buffer black space (I did)- just make it so we can see what's going on at a glance.
 

SuSa

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I really don't want to be a ****.

Apparently he got them all just by googling them, go ahead and do the same.
That is not part of the deal. :x I'm taking my time to make these pictures look as professional as possible. All I ask for is someone get me the pictures.

At the very least it should expand outside of the stage enough to give some general reference to where the camera is. (I can add the distance, but **** does it look weird/ugly... especially when the rough camera distance is in SOME of the pictures, just not ALL of them...)

But if you are willing to ignore that, I'll tell you the pictures I can use (then just find the ones I need that I'm missing)

  • Final Destination (Yep, remaking yours)
  • Yoshi's Island (Brawl)
  • Yoshi's Island (Melee) - are we even doing this stage? w/e
  • Castle Seige (Phase 1)
  • Jungle Japes
  • Halberd (Flying platform)
  • Green Greens
  • Norfair
  • Port Town Aero Dive (platform)
  • Pictochat
  • PS1 [Debatable, it's slanted... you tell me..]

I plan to use the same font size, line thickness will vary on if it is a blast zone, camera length, main stage, or platform, and line color throughout each picture. Font color will be color coded as well, with possibly a 1px black stroke to ensure it's readable on every stage.

:nifty::leek:
 

KayLo!

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Aside from Google or the Smash Dojo, where do you expect people to find these pictures?

It's not like people randomly decide to take perfectly centered snapshots of Brawl stages......

I'd do them in-game, but there's no way -- at least not a non-hacking way that comes to me off the top of my head -- to do it without characters being there.
 

SuSa

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If you can take a fully zoomed out picture twice, with the characters being on 2 different spots of the stage for each photo, I can photoshop the character out... assuming my knowledge of how the camera zooming out works you should be able to get the same angle+distance when fully zoomed out. This allows me to just copy one part of the 2nd picture over the 1st picture to remove the characters.

It's twice the effort, but for a much better result. (Keep in mind this is adding to my workload as well... seeing as I'd have to Photoshop 2 characters out of every screenshot... taking a screenshot and moving the two characters to the other side of the stage and re-taking the picture isn't THAT much more work than just taking one screenshot.. until it comes to moving stages + uploading the images.

The only issue on THAT would be timing certain things on like.. Port Town Aero Dive, and other moving stages. But I think the only two-three major moving stages have pictures I could use or someone can find (Rainbow Cruise)

Oh the wonders of Photoshop.

:nifty::leek:
 

KayLo!

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Oh. I can do that right now then. It'll give me an excuse to finally install my bin2jpg program. ;;
 

KayLo!

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Problem: the camera doesn't zoom out nearly enough. I can put the unrestricted pause camera code on, but then there's no way for me to make sure I'm zooming out the exact same amount each time..... besides eyeballing it.

Also, for stages like FD, the constantly changing background makes it extremely hard to get pictures that're identical. I can do my best, but I'm assuming you want it to be perfect.
 

SuSa

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What do you mean doesn't zoom out nearly enough?

As for FD, when it's the deep space purple or w/e I should be able to manipulate it well enough, even if the pictures are slightly different. Some people MAAAAAY notice if they stare at the background all day and think "Heeeey.. those two stars don't show up until 15 seconds after the start on the left has moved up more!"

I'm asking for something nice, consistent, and workable. Not perfect, but rather - passable. Most of the pictures in that gallery provided aren't consistent or passable.

:nifty::leek:
 
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