- Joined
- Feb 27, 2008
- Messages
- 26,560
The Project M Back Room collaborated to develop a Melee character file viewer in order to port knockback/damage/hitbox sizes/hitbox timings/physics directly from Melee. The program is fairly limited in that it can only open moveset files and it can't edit them, however its uses for learning are substantial.
Master Hand v1.20
DAT files
Source
after you get everything downloaded and unzipped, here's a quick tutorial:
Open Master Hand.
File -> Open. Browse to the version & character you want. There are two files in each folder, one of them is the one you want. Then you'll want to head over to the Subactions tab. Scroll through until you find the subaction you want for the attack you want. Specials are tricky and aren't always able to be found. For aerials, look for AttackAir(first letter of direction). For tilts, Attack3(direction. U, S, or D for up side down). Smashes, Attack4(same). For jabs it's just Attack11, Attack12, Attack13, and Attack100 for a loop. Dash attack it's AttackDash. Throws are ThrowF/B/D/U.
for hitboxes there'll usually be an asynchronous timer before them. the frame count for it is when the hitbox is active. same for Allow Interrupt/IASA. the rest should be fairly self-explanatory.
Hit me up on AIM or post here if you need anything else. Oh, and Attributes is the physics tab.
Master Hand v1.20
DAT files
Source
after you get everything downloaded and unzipped, here's a quick tutorial:
Open Master Hand.
File -> Open. Browse to the version & character you want. There are two files in each folder, one of them is the one you want. Then you'll want to head over to the Subactions tab. Scroll through until you find the subaction you want for the attack you want. Specials are tricky and aren't always able to be found. For aerials, look for AttackAir(first letter of direction). For tilts, Attack3(direction. U, S, or D for up side down). Smashes, Attack4(same). For jabs it's just Attack11, Attack12, Attack13, and Attack100 for a loop. Dash attack it's AttackDash. Throws are ThrowF/B/D/U.
for hitboxes there'll usually be an asynchronous timer before them. the frame count for it is when the hitbox is active. same for Allow Interrupt/IASA. the rest should be fairly self-explanatory.
Hit me up on AIM or post here if you need anything else. Oh, and Attributes is the physics tab.