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  • Posted a newer revision in the To-Do List thread.

    Up Smash hitbox data:
    [COLLAPSE="4C84-4E93"]08 00 00 02 28 C4 00 00 03 F3 00 00 07 08 00 00 00 00 04 00 03 00 03 00 08 00 00 08 E0 3C 01 5E 77 00 00 00 08 00 00 09 2D 00 00 02 03 E8 00 00 00 00 FA 88 31 00 00 13 2F 00 00 89 2D 80 00 02 03 E8 00 00 00 00 05 78 31 00 00 13 2F 00 00 89 2D 00 00 02 04 E2 00 00 00 00 FA 88 82 00 00 13 50 00 00 0A 2D 80 00 02 04 E2 00 00 00 00 05 78 82 00 00 13 50 00 00 0A 04 00 00 02 40 00 00 00 08 00 00 0D 2C 01 88 11 04 4C FE 80 00 00 00 00 2D 17 C0 13 14 04 30 A3 2C 81 88 11 07 6C 0A BE 00 00 00 00 2D 17 C0 13 14 04 30 A3 28 C4 00 00 04 0C 00 00 0B C4 00 00 00 00 00 00 00 00 00 00 28 00 00 00 04 24 00 00 00 00 00 00 00 00 00 00 00 00 00 00 44 00 00 00 00 00 00 76 00 00 7F 40 44 00 00 00 00 00 00 76 00 00 7F 40 44 00 00 00 00 00 00 73 00 00 7F 40 B8 CC 00 00 AC 01 80 00 04 00 00 04 2C 81 88 0A 06 40 0A BE 00 00 00 00 2D 17 C0 13 14 04 00 A3 08 00 00 16 40 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00[/COLLAPSE]


    Up-Smash animation:

    [COLLAPSE="7FF4-800B"]

    [COLLAPSE="Replace this:"]00 00 00 00 00 00 09 68 00 05 33 A0 00 00 35 BF 00 00 4C 64 00 00 00 0D[/COLLAPSE]

    [COLLAPSE="With this:"]00 00 00 00 00 00 1F 8C 00 14 5C 80 00 00 1F 8D 00 00 4C 64 00 00 00 0D[/COLLAPSE]

    [/COLLAPSE]


    I used Zelda's up air graphic because Jazzed suggested it. Too be honest thought it looks practically the same as her down tilt. (It's using the down tilt graphic in this Up smash data above).
    I'd like you to add Racuncai to the SD REMIX group. He is the guy helping me right now.
    I can't do any editing this week because of school papers, (left my wii at home on purpose), but for now I suggest

    6 frames reduction for button inputs and .9 for damage multiplier. and 1 frame of invincibility

    also, if we can change the delay before opponents can attack out of the plant, I suggest we up it to like 15 frames if possible.

    OR check to see if its possible to actually knock them out of the plant with a powerful enough move. because its not like brawl at all, no move knocks them out of it early
    For the frames of invincibility, you cannot make it 0 or FFFFFFFF. Both of those will give you infinite invincibility. The lowest you can make it is 1 frame of invincibility.
    Oh yeah, forgot about looking plco. You could try looking for the floats I just posted in that so we don't have to use codes for them.

    I'll look into kirby's throws first because I have an idea on it. I'll look into the thrownm2 thing after that. I'll be able to do debug stuff again next week. I'm leaving on a trip again tomorrow.
    Are we able to use cheat codes with this? I found where the multiplier in the bury mash formula is but it's not in main.dol.

    Bury Escape Formula

    Base Time = 0.7d + 104.1

    Every frame subtracts 1 from this amount.

    Each button press subtracts 9 from the amount.

    These two do not overlap.

    80CE84E0 - 9 - Reduction per input
    80CE84EC - 0.7 - Multiplier for damage in bury formula
    80CE8500 - 18 - Frames of invincibility on exit
    Unfortunately not, that along with the bomb HP is on my list of things to find. I'll poke around a bit tomorrow and let you know if I find anything.
    also good new, I may have found out how to give characters invincibility when they don't already have it. maybe... but it requires that they have 2, 8 digit commands somewhere in the code....
    apparently shields are located in the ThrowN command, if we want to change a shield position, that's where to look. Do we even have that? Toomai was referencing brawl but says it should be the same
    and then it stops working what the hell ;-;

    when you launch melee is it supposed to hang on a black screen for a bit and then go to the dml graphic?
    I'm not entirely sure how to use your file
    do I take the July 16th update and replace ssbm root files with it and then burn a disk with GC rev?
    Or are there other files that I need from previous updates?
    eh, don't worry about it.

    also, my friend finished his program. now its SUPER easy to edit hex
    Can you tell me how 12 length grab hex strings map out?

    Also, do BKB, KBG, angle go up by 2s and 4s? My edits prevent increments of 1 and sometimes 2-3
    Busted up tray? O_o The one with "ray" on it is my wii; the one we tried to hack originally. ;_;

    Did the box have any padding? I had my dad pack it, lol.
    haha, thanks, but I'm already up to my neck in other stuff I'm trying to do myself. XD

    Good luck with the SD project tho, as well as ripping textures if you find a moment to get around to it. (=
    Good news everyone!

    My friend is making a program for us that will allow us to more easily edit hex.
    It is . . . but I think the textures are black and white, so you'd need to read the "Changing Color Effects" OP to get an idea on how to do that. :)

    Unfortunately, newer versions of Dolphin these days doesn't rip textures the same way as it did before, so if you ever want to change them I'd really recommend getting an older version that rips in "txt_####_##" format, or something like that.
    no, I was just wondering since you said something about specials being different when we first talked about editing.

    gonna change falcon's up-b
    are special any different to edit than normals? if they are you should tech me those since I got attacks and throws down
    Honestly, I'm definitely not as profound at it as Magus is. I can try to fix DK's punch but I have no idea how to go about fixing the ICs freeze glitch.
    I feel this conversation would work better on AIM or a similar chat program. What's your medium? And handle, for that matter.
    want me to help coding some of the new characters? I figure I should try learning these things soon
    My thoughts on PAL d-throw:

    The fact FFers can edge-cancel the d-throw from a really long distance in PAL nerfs her ability to really combo them. The positioning on it isn't particularly difficult either (for the space animal). On the one hand, this changes the prediction games a lot (because they need to non-tech or tech stand at a bunch of spacings [or do something similar] to set up a future edgecancel, which you can predict with up smash and get beast damage) but I dislike the overbearing presence of such a powerful get out. This wouldn't be so bad if space animals didn't have the most cohesive ledge recovery games, but they do.

    The low percent game without a good throw on them is also brutal because she doesn't really have moves that knock down, combo, etc. at super low percents aside from grab. Even Marth has more than her in this regard.

    I don't really like the fact that she has no kill throw at high percents. One of the things I like most about NTSC Sheik is the feeling of inevitability when fighting her. Once you hit kill percent, you are liable to die. I feel that the presence of a strong throw on her gives her a very simplistic mixup game - more than any other top tier character, I feel Sheik functions along an RPS system the most. She can't exert herself against a shield to the same degree that the space animals (and to a lesser extent Peach) can. She similarly doesn't have a move that straight beats CC the same way that space animals, Peach, and to a lesser extent Marth & Puff do (dairs). This is basically the foundation for how Sheik vs a defending opponent works. But in PAL it becomes really slanted because she loses that out against shield and crouch once the throw stops comboing (which varies). I really don't like this.

    With all this said and done, I think the CG needs to be nerfed but I really dislike PAL d-throw. However, do not delude yourself into thinking that the removal of it will instantly spell viability for these characters. Sheik still ***** Bowser, Mewtwo, Roy, YL, Zelda, etc. without her throw. It just takes a lot longer and is a lot more tedious. These characters still have no way in on her.
    just G&W's nair seems newly powerful. but its not... its whatever. I'll send you a another feedback PM soon with some stuff that needs to be tweaked imo
    did you change more things than you told me with the july 9th update. you said only 5 characters changed but I see new character files for 15 characters.

    also, mario crashes :/
    Ahh, damn didn't realize where I posted this. Do you by any chance know of a good way to capture videos from the dolphin and convert it to a gif? (Without meticulously screenshotting 1 frame at a time). I want to show some visuals in this guide and one still image won't do justice.
    only real explanation would be the victim doesn't go from held -> thrown until later in kirby f/bthrow than any other throw, allowing them to escape during kirby's animation.
    typically throws don't have floats. i'd be inclined to guess that in brawl that stuff is controlled by his .rel. not sure where it'd be in melee.
    I dont currently have a copy of brawl but it's not a particularly hard thing to come by, i sell them where I work. Same @ 2 gig cards if i dont just have one lying around somewhere. It's not a big rush for now really, the smash group i usually play with is away for summer vacation so other than testing out kirby's moves and such i wouldnt be able to really do anything practical with him until next month.
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