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DeadX

Smash Journeyman
Joined
Jan 19, 2009
Messages
251
OK, uh, i went through Link's attacks to check the bones (bolded are names that I didnt touch)...

Link PSA
Jab1 + Jab2 + Jab3 + DashAttack + SideTilt + UpTilt + UpSmash(1+2+3) + DownSmash(1+2) + SlipAttack + SwingDash(1 and 2 and 3 and 4 and 5? Items?)
1d
1d
17
37 Hilt?

DownTilt
1d
17
1d
37

SideSmash1 + SideSmash2
1d
1d
17
0

NeutralAir(S+W)
10
C
6

ForwardAir
0
0
0
0

BackAir(1)
C
C
6

BackAir(2)
10
10
6

UpAir(S+W)
1d
1d
17

DownAir(S+W)
0
0

GrabPummel
18

BackThrow
C
C

ForwardThrow
10
10

Upthrow
1D
1D

DownThrow
0

DownAttackU + DownAttackD(S+W) (Getup Attacks?)
1d
1d
17
6

CliffAttackQuick
1d
1d
1d
6

CliffAttackSlow(S+W)
1d
1d
1d
0

AirCatch
4f

UpSpecial(Ground)(1+2+3)
1d
1d
1d

UpSpecial(Air)(1+2+3+4+5)
1d
0
0
17

FinalSmash(First ~20)
0
0
0
0
0

FinalSmash(2ndLastHit)
0

FinalSmash(LastHit)
1d
1d
finally, some information on bones!
what exactly do the numbers after each animation represent? i know they are bone ID's but which ID represents the which part of the hitbox?

Can someone put up a tutorial vid? I'm more of a visual person.
yes, this would help me a lot too.


also, paprika killer, i think it would help the guide if you made one or two examples/walkthroughs of an action/subaction, and what each line means.

also, i think the guide is coming along very nicely. thanks for the post; it has helped me a lot to understand PSA.

EDIT:
how do you find the hexadecimal values for the angles of trajectory? i have seen the defaults, but how do you find an angle of, say, 57.3?
also, how does trajectory-growth work? is it some kind of logarithm, or is it a set formula that changes according to your input?
 

RyuReiatsu

Smash Journeyman
Joined
Jan 17, 2009
Messages
408
Hmm, I'm quite stupid to ask this... But whatever.
I've finally started understanding a bit of it (Thanks to PK's guide :)).
But I'm kinda wondering, is it possible to... Let's say... Change Falcon's Fair into Ganon's? Because I've changed his Nair into the Knee already. I want to make my own Falcon.
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
Hmm, I'm quite stupid to ask this... But whatever.
I've finally started understanding a bit of it (Thanks to PK's guide :)).
But I'm kinda wondering, is it possible to... Let's say... Change Falcon's Fair into Ganon's? Because I've changed his Nair into the Knee already. I want to make my own Falcon.
Right now I don't think it's possible to swap animations between characters. The best you could do is find something similar to Ganon's fair that Falcon already has and exchange it for the knee.

While I'm here, this is a great image for finding attack angles. You just have to convert the decimal degrees into hex, and remember that these degrees assume the character is facing the right.

 

henpen924

Smash Apprentice
Joined
Feb 20, 2008
Messages
84
Location
NJ, USA
Right now I don't think it's possible to swap animations between characters. The best you could do is find something similar to Ganon's fair that Falcon already has and exchange it for the knee.

While I'm here, this is a great image for finding attack angles. You just have to convert the decimal degrees into hex, and remember that these degrees assume the character is facing the right.

Cool pic thanx!
 

RyuReiatsu

Smash Journeyman
Joined
Jan 17, 2009
Messages
408
Right now I don't think it's possible to swap animations between characters. The best you could do is find something similar to Ganon's fair that Falcon already has and exchange it for the knee.
So like, I could use his aerial Side B's animation?
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
1,489
Location
NS, Canada
Can someone tell me what the random commands that look like this mean:

04020100: 6-4
or
10040200: 0-2, 0-3
etc

There are a lot of them in most moves
 

DeadX

Smash Journeyman
Joined
Jan 19, 2009
Messages
251
@adapt: i'm pretty sure magus knows. i think he did a post earlier on about all the values and what they meant in luigi's bair.

and i figured out what i was doing wrong with the trajectory and stuff. i was converting to FP not hex. woops:ohwell:

also, do the damage and trajectory growth use hex to? for example, in the "damage" parameter in "body collision" , do i use hex or just regular numbers?
 

Lil_Yuri

Smash Rookie
Joined
Jun 20, 2009
Messages
21
Location
Atlanta, Georgia
1 Generic Hit 1
2 Generic Hit 2
3 Fire Hit
4 Lightning Hit
5 Slash Hit
6 Slash Wave Hit
7 Heavy Landing
8 Light Landing
9 Flash
A Wind
10 Shine
13 Lightning
15 Small Dust
18 explosion
21 Dust
29 large dust blast
30 Lucario like aura effect
31 Light Line
32 Bright Yellow Orb
33 Smoke
34 Cool vortex Circle Thing
35 Circular Flash
36 Stars (healing visuals)
37 Kirby Star (the effect when you destroy star box in dreamland stage)
38 Pokeball effect (the effect when they are about to come out the ball)
39 Rockslide effect?
3A fire Explosion
3B Better fire explosion
4B Dust Smoke Cloud things
4C Bright Blue Effect
4D Bomb-omb explosion
4E Water splash
4F Water
50 Water splash
51 Purple Burst
52 Dark Orb
53 Fire Sun
54 Flame Orb
55 Stars (permanent)
56 Blue wave Flash
57 Huge coin
58 Green Laser
59 Green thruster
5A More Stars
5B Kirby Warp star

If I wanted to add a graphic effect to animation I would use these right?
I would go to GFX add an External Graphic Effect and the value would be 000000## right?
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
Yeah, those are the visual animation effects. For attacks without any special animations already, I -think- you have to add the Graphic Effect yourself, but I haven't tested it.

For people who have tested these, can you post the origin of each effect like I did for the healing effects?
 

DarkDragoon

Smash Champion
Joined
Dec 19, 2007
Messages
2,694
Location
AZ
NNID
LordDarkDragoon
>_> How we make characters dissappear and reappear?

To get the teleport working you have to check the "move character" thing, I assume....but yea.

If you have MSN/AIM hit me up and help me work this out. I've been trying all day and it hurts my head now DX...

AIM: DarkDragoonBrawl
MSN: Th3d0ct0risin@hotmail.com

Thanks~
-DD
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
1,489
Location
NS, Canada
@adapt: i'm pretty sure magus knows. i think he did a post earlier on about all the values and what they meant in luigi's bair.
Yeah he gave a good example, but clearly each 8 character string does something different. Is there a list of what these things do?
 

Segab

Smash Rookie
Joined
Dec 23, 2008
Messages
18
If I wanted to add a graphic effect to animation I would use these right?
I would go to GFX add an External Graphic Effect and the value would be 000000## right?
not External Graphic Effect, just Graphic Effect.
yes it would be 000000##


added some stuff to the list

1 Generic Hit 1
2 Generic Hit 2
3 Fire Hit
4 Lightning Hit
5 Slash Hit
6 Slash Wave Hit
7 Heavy Landing
8 Light Landing
9 Flash
A Wind
10 Shine
13 Lightning
15 Small Dust
18 explosion
21 Dust
26 Sparks
27 Medium dust blast
28 Very Big dust blast
29 Big dust blast
30 Lucario like aura effect
31 Light Line
32 Bright Yellow Orb
33 Smoke
34 Cool vortex Circle Thing
35 Circular Flash
36 Stars (healing visuals)
37 Kirby Star (the effect when you destroy star box in dreamland stage)
38 Pokeball effect (the effect when they are about to come out the ball)
39 Rockslide effect?
3A fire Explosion
3B Better fire explosion
4B Dust Smoke Cloud things
4C Bright Blue Effect
4D Bomb-omb explosion
4E Water splash
4F Water
50 Water splash
51 Purple Burst
52 Dark Orb
53 Fire Sun
54 Flame Orb
55 Stars (permanent)
56 Blue wave Flash
57 Huge coin
58 Green Laser
59 Green thruster
5A More Stars
5B Kirby Warp star
 

henpen924

Smash Apprentice
Joined
Feb 20, 2008
Messages
84
Location
NJ, USA
Anyone know the IDs for items?
I hope these work.

00 Assist Trophy
01 Franklin Badge
02 Banana Peel
03 Barrel
04 Beam Sword
05 Dollar Bill from coin matches
06 Bob-Omb
07 Crate
08 Bumper
09 Capsule
0A Rolling Crate
0B CD
0C Sticky Bomb
0D Cracker Launcher
0E Cracker Launcher Shot
0F Coin
10 Superspicy Curry
11 Superspice Curry Shot
12 Deku Nut
13 Mr. Saturn
14 Dragoon Parts
15 Dragoon Set
16 Dragoon Sight
17 Trophy (sometimes a dud)
18 Fire Flower
19 Fire Flower Shot
1A Freezie
1B Golden Hammer
1C Green Shell
1D Hammer
1E Hammer Head
1F Fan
20 Heart Container
21 Homerun Bat
22 Party Ball
23 Manaphy Heart
24 Maxim Tomato
25 Poison Mushroom
26 Super Mushroom
27 Metal Box
28 Hot Head
29 Pitfall
2A Pokeball
2B Explosive Box
2C Ray Gun
2D Ray Gun Shot
2E Lipstick
2F Lipstick Flower
30 Lipstick Shot (Dust/Powder)
31 Sandbag
32 Screw Attack
33 Sticker
34 Motion-Sensor Bomb
35 Timer
36 Smart Bomb
37 Smash Ball
38 Smoke Screen
39 Spring
3A Star Rod
3B Star Rod Shot
3C Soccer Ball
3D Superscope
3E Superscope shot
3F Star
40 Food
41 Team Healer
42 Lightning
43 Unira
44 Bunny Hood
45 Warpstar
NON-STANDARD ITEMS (must be loaded by respective
character/stage)

46 Adventure Trophy
47 Key
48 Smash Plate
49 Stock Item
4A Apple
4B Sidestepper
4C Shellcreeper
4D Pellet (Distant Planet)
4E vegetable
4F Sandbag (HRC)
50 Aroaros
51 Koopa
52 Koopa (g)
53 Snake's Box
54 Diddy's Peanut
55 Link's Bomb
56 Peach's Turnup
57 R.O.B.'s Gyro
58 Diddy's Nut
59 Snake's Grenade
5A Samus' Armor piece
5B Toon Link's Bomb
5C Wario's Bike
5D Wario's Bike Part A
5E Wario's Bike Part B
5F Wario's Bike Part C
60 Wario's Bike Part D
61 Wario's Bike Part E
POKEMON
62 Torchic
63 Cerebi
64 Chickorita
65 Chickorita's Shot
66 Entei
67 Moltres
68 Munchlax
69 Deoxys
6A Groudon
6B Gulpin
6C Staryu
6D Staryu's Shot
6E Ho-oh
6F Ho-oh's Shot
70 Jirachi
71 Snorlax
72 Bellossom
73 Kyogre
74 Kyogre's Shot
75 Latias/Latios
76 Lugia
77 Lugia's Shot
78 Manaphy
79 Weavile
7A Electrode
7B Metagross
7C Mew
7D Meowth
7E Meowth's Shot
7F Piplup
80 Togepi
81 Goldeen
82 Gardevoir
83 Wobuffet
84 Suicune
85 Bonsly
ASSIST TROPHIES
86 Andross
87 Andross Shot
88 Barbara
89 Gray Fox
8A Ray MKII (Custom Robo)
8B Ray MKII Bomb
8C Ray MKII Gun Shot
8D Samurai Goroh
8E Devil
8F Excitebike
90 Jeff Andonuts
91 Jeff Pencil Bullet
92 Jeff Pencil Rocket
93 Lakitu
94 Knuckle Joe
95 Knuckle Joe Shot
96 Hammer Bro.
97 Hammer Bro. Hammer
98 Helirin
99 Kat & Ana
9A Ana
9B Jill & Drill Dozer
9C Lyn
9D Little Mac
9E Metroid
9F Nintendog
A0 NintendogFull
A1 Mr. Resetti
A2 Isaac
A3 Isaac Shot
A4 Saki Amamiya
A5 Saki Shot 1
A6 Saki Shot 2
A7 Shadow the Hedgehog
A8 Infantry
A9 Infantry Shot
AA Stafy
AB Tank (+Infantry)
AC Tank Shot
AD Tingle
AE Spiny
AF Waluigi
B0 Dr. Wright
B1 Wright Buildings

lol long...
 

Segab

Smash Rookie
Joined
Dec 23, 2008
Messages
18
@henpen924

If I go in Peach's down B Action, it says it loads 1DD.
So in the subaction 1DD, it says "Sub routine 0x00015E08"
So I went there and this is what I get "Generate item" and the value is 2

and as far as I remember, Peach doesn't throw banana peels XD
 

DeadX

Smash Journeyman
Joined
Jan 19, 2009
Messages
251
>_> How we make characters dissappear and reappear?

To get the teleport working you have to check the "move character" thing, I assume....but yea.

If you have MSN/AIM hit me up and help me work this out. I've been trying all day and it hurts my head now DX...

AIM: DarkDragoonBrawl
MSN: Th3d0ct0risin@hotmail.com

Thanks~
-DD
i want in. this stuff is too confusing.
 

henpen924

Smash Apprentice
Joined
Feb 20, 2008
Messages
84
Location
NJ, USA
@henpen924

If I go in Peach's down B Action, it says it loads 1DD.
So in the subaction 1DD, it says "Sub routine 0x00015E08"
So I went there and this is what I get "Generate item" and the value is 2

and as far as I remember, Peach doesn't throw banana peels XD
lol :joyful:
 
D

Deleted member

Guest
once again thank you segab, you really are helping out.

aslo, people, remember that bones are, like they imply, bones or parts of the body. while indexing which moves uses which, it is a better idea to search for moves that specifically are hitboxes at the hands, feet and swords (or blaster with wolf). then what is left can be arms, legs and torso's.

EDIT: and please keep the posting level above that of GFaqs.
 

Phantom Wings

Smash Apprentice
Joined
Jul 29, 2008
Messages
150
Just a couple of things to note to (hopefully) clear up a few questions.

All of the eight digit commands are the ids of the commands that have yet to be defined - the values displayed afterwords are their type followed by the value so 1-EA60 would be scalar value for 60000 - likely something to do with sizes or timing.

A switch statement (sorry, I really must have been on something when I wrote the description) is like an If statement, but with multiple "cases". Something like:

Switch (RA-Basic[0])
Case 1:
[Execute commands1]
case 45:
[Execute commands2]
case 112:
[execute commands3]
default case:
[execute commands4]
end switch

If RA-Basic[0] = 1 then command set 1 would execute. If it equals 45, then command set 2 would execute. For 112, command set 3. And if it's none of them, then it will execute the default case - command set 4.

As far as I know, I've pretty much taken every precaution against memory problems, so using Add shouldn't have any diverse effects (PMario was made using gratuitous amounts of such) If anyone does encounter any errors when using Add or Paste, then please message me.

Nops are simply used for lack of a better command to add when you select Add (though they are not used to pad deleted commands)


@henpen924

If I go in Peach's down B Action, it says it loads 1DD.
So in the subaction 1DD, it says "Sub routine 0x00015E08"
So I went there and this is what I get "Generate item" and the value is 2

and as far as I remember, Peach doesn't throw banana peels XD
Generate Article (as opposed to generate item) will create a projectile/prop that is specific to the character - in this case, turnips (an article) get created whenever you use Down B. On the off case that RA-Basic[2] holds a value that is a valid item (RA-Basic[2] is most likely filled with an external event list in which PSA can't handle yet) then it will create an item in Peach's hand instead - with the item being 5-20000002 (which is RA-Basic[2])


>_> How we make characters dissappear and reappear?

To get the teleport working you have to check the "move character" thing, I assume....but yea.
And hence the entire reason I wanted to release this alongside Pharrox' program. This can't be done without custom animations. Don't blame me - it was you guys who wanted it out early.
 

henpen924

Smash Apprentice
Joined
Feb 20, 2008
Messages
84
Location
NJ, USA
Just a couple of things to note to (hopefully) clear up a few questions.

All of the eight digit commands are the ids of the commands that have yet to be defined - the values displayed afterwords are their type followed by the value so 1-EA60 would be scalar value for 60000 - likely something to do with sizes or timing.

A switch statement (sorry, I really must have been on something when I wrote the description) is like an If statement, but with multiple "cases". Something like:

Switch (RA-Basic[0])
Case 1:
[Execute commands1]
case 45:
[Execute commands2]
case 112:
[execute commands3]
default case:
[execute commands4]
end switch

If RA-Basic[0] = 1 then command set 1 would execute. If it equals 45, then command set 2 would execute. For 112, command set 3. And if it's none of them, then it will execute the default case - command set 4.

As far as I know, I've pretty much taken every precaution against memory problems, so using Add shouldn't have any diverse effects (PMario was made using gratuitous amounts of such) If anyone does encounter any errors when using Add or Paste, then please message me.

Nops are simply used for lack of a better command to add when you select Add (though they are not used to pad deleted commands)




Generate Article (as opposed to generate item) will create a projectile/prop that is specific to the character - in this case, turnips (an article) get created whenever you use Down B. On the off case that RA-Basic[2] holds a value that is a valid item (RA-Basic[2] is most likely filled with an external event list in which PSA can't handle yet) then it will create an item in Peach's hand instead - with the item being 5-20000002 (which is RA-Basic[2])




And hence the entire reason I wanted to release this alongside Pharrox' program. This can't be done without custom animations. Don't blame me - it was you guys who wanted it out early.

Thanks PW! Keep up the good work!
 

tsunami70875

Smash Journeyman
Joined
Dec 1, 2007
Messages
348
Location
Wisconsin, USA
Generate Article (as opposed to generate item) will create a projectile/prop that is specific to the character - in this case, turnips (an article) get created whenever you use Down B. On the off case that RA-Basic[2] holds a value that is a valid item (RA-Basic[2] is most likely filled with an external event list in which PSA can't handle yet) then it will create an item in Peach's hand instead - with the item being 5-20000002 (which is RA-Basic[2])
so is RA-Basic[2] like a random number generator?
 
D

Deleted member

Guest
thanks PW.

I had a feeling that it would be something like that with the switch, but I figured no information would be better than the wrong one.
I very often heard the amount of lines where a problem, so I thought I might as well make people cautious of using it (which they should unless they are remaking a PMArio :p).

also, are you sure the nop wouldn't be a good use for that? I've seen a couple "goto" commands that refered to halfway anoth subID, which I figured might cause a problem.

and also thanks for clearing the other things up. keep up the good work!
 

DarkDragoon

Smash Champion
Joined
Dec 19, 2007
Messages
2,694
Location
AZ
NNID
LordDarkDragoon
And hence the entire reason I wanted to release this alongside Pharrox' program. This can't be done without custom animations. Don't blame me - it was you guys who wanted it out early.
>_> Well...teleportation is...Movement + Invisibility + Invincibility. I know movement is possible, and I know invincibility is possible...and I forget if Brawl has the invisibility item or not...curse my never playing with items!

So I figure if you apply all of those...it will feel the same...? I mean...I could try to make it work without it then... just speed up the travel speed.... bleh. You're always right PW...T~T;

-DD
 

Sushi21

Smash Apprentice
Joined
Sep 27, 2008
Messages
115
Location
Utah, no joke
Has no one figured out what GFXs etc. make the bat/sword items visible yet?
My best guess would be to change the animation from the swing to the Side Smash.
Then you can just add graphics to it. That's my best guess.

But since I don't know how to switch animations, (even though it says in the guide. I can't find any animation values) I can't really test it. Anyone know where to find it?

Oh, and thanks for writing those out Phantom Wings!
 

Phantom Wings

Smash Apprentice
Joined
Jul 29, 2008
Messages
150
thanks PW.
I very often heard the amount of lines where a problem, so I thought I might as well make people cautious of using it (which they should unless they are remaking a PMArio :p).

also, are you sure the nop wouldn't be a good use for that? I've seen a couple "goto" commands that refered to halfway anoth subID, which I figured might cause a problem.
The system currently used is one that is used by many modification programs - simply speaking, whenever a list of events exceeds the size of it's original, it allocates some space at the end of the file, transfers the code to the new location, and changes the pointer to reflect the new location. The old location is then flagged as empty space so it can be used if something else of a smaller size needs to be relocated.

Using this system pretty much ensures that there will be no memory problems to speak of when modifying files.


It's true that a nop would be good to keep the shape of the code, but because there's already the whole reallocation thing going on, there are going to be many problems regardless. I suppose I may have to end up making it check all of the available pointers to see if they are pointing to the location in question and change them accordingly - though that is likely to cause a large slowdown in the program.


Also, I suppose I'll have to reinstate my last answer to DarkDragoon.

I've given it a bit of thought and yes some animations (such as Lucario's Double Team) are based off of the animation. But moves like Zelda's teleport could possibly use a different system to work... As shown with Metaknight's infinite dimensional cape, teleportation is simply making the character invisible and giving them omnidirectional movement - so perhaps you should look into MK's Down B.
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
Ok, did I do this right? I want jigglypuff's first win pose (Win1) to be her down taunt. For both 1C0 and 1C1 (down taunt) I changed the data in main, gfx, sfx, and other to what it is for the win1.


so now for down taunt, the only place that has data is SFX, like in her Win1. And I changed the name of the down taunt to Win1 as well. Did I do this right?


Edit: nvm I figured out it was wrong and I fixed it
 

DarkDragoon

Smash Champion
Joined
Dec 19, 2007
Messages
2,694
Location
AZ
NNID
LordDarkDragoon
Also, I suppose I'll have to reinstate my last answer to DarkDragoon.

I've given it a bit of thought and yes some animations (such as Lucario's Double Team) are based off of the animation. But moves like Zelda's teleport could possibly use a different system to work... As shown with Metaknight's infinite dimensional cape, teleportation is simply making the character invisible and giving them omnidirectional movement - so perhaps you should look into MK's Down B.
Okay, will do, thanks man!
-DD
 

Wander

Smash Journeyman
Joined
May 26, 2008
Messages
461
Location
Southeast
Ok, did I do this right? I want jigglypuff's first win pose (Win1) to be her down taunt. For both 1C0 and 1C1 (down taunt) I changed the data in main, gfx, sfx, and other to what it is for the taunts.


so now for down taunt, the only place that has data is SFX, like in her Win1. And I changed the name of the down taunt to Win1 as well. Did I do this right?


Edit: nvm I figured out it was wrong and I fixed it
So long as the ID for her down taunt now has every bit of data from her first victory pose, including the name "Win1", it should work.

Also something trivial I discovered: If you replace the waiting stance after a victory pose with pretty much anything else (I suggest the basic "Wait" standing animation), you can control your character after they do the pose and basically play on the results screen. The losing characters will all be in the background and are untouchable, but you can move and attack just like you would on a regular stage (though pressing A scrolls through the results as well as attacking). If you go too far to the right or left, the game freezes.
 

tsunami70875

Smash Journeyman
Joined
Dec 1, 2007
Messages
348
Location
Wisconsin, USA
My best guess would be to change the animation from the swing to the Side Smash.
Then you can just add graphics to it. That's my best guess.

But since I don't know how to switch animations, (even though it says in the guide. I can't find any animation values) I can't really test it. Anyone know where to find it?
it's not values, it's the names
in the subaction tab, there should be "sub-action", "event", "animation", and "animation flags" if you replace the text in the animation box with the text fromt he animation you want, you'll get another animation

Important
The 2nd to last digit is SHARED with some other flag (possibly part of the SFX flag?), so the 1st digit will be combined with this other flag's digit. This other flag seems to always either be 0, 4, or 8
this here sounds very reasonable, since the hitting SFX should only be trigged by the hitbox
i think we already can change that without PSA though, can't we?

i also took a look at the post that contained the attack effect IDs and saw this

Code:
06200000 slash
07A00000 slash
11B80000 Fire
27A00000 Frying Pan
2BA00000 Tennis Racket
2DA00000 Aura
44200140 hit
46200000 slash
47A00000 slash
49A00000 Coin
79A00000 Electricity
85A01000 Darkness
86800000 Slash
8A200000 Screech Attack
8F2009E8 Electricity
90A00000 Fire
and it doesn't match up
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
So long as the ID for her down taunt now has every bit of data from her first victory pose, including the name "Win1", it should work.

Also something trivial I discovered: If you replace the waiting stance after a victory pose with pretty much anything else (I suggest the basic "Wait" standing animation), you can control your character after they do the pose and basically play on the results screen. The losing characters will all be in the background and are untouchable, but you can move and attack just like you would on a regular stage (though pressing A scrolls through the results as well as attacking). If you go too far to the right or left, the game freezes.

LOL I can just imagine captain falcon victory gloating. :OOO


:colorful: :colorful:


And the only data on the victory pose at all is the sfx, so I changed the sfx stuff of the down taunts with the sfx of the win pose. I kept all the other down taunt stuff in as well. And I changed the name to Win1 for both down taunts. It should work now, right?


and cookie monster had a list of attack effect id's, and you only need to change the last two numbers.


The list: (From...Magus, I think?

_________________________________________________

The hitbox element flag is only the last 2 digits. Changing it to that entire thing droughboi listed will change lots of properties of the hitbox to whatever the original move was that flag set was copy/pasted from.

Element:
------YY

Important
The 2nd to last digit is SHARED with some other flag (possibly part of the SFX flag?), so the 1st digit will be combined with this other flag's digit. This other flag seems to always either be 0, 4, or 8

This other flag could look something like this:

(Part of SFX?):
------X-
or
-----XX-
or
----XXX-


So considering both of them, it could look like this:
------ZY
or
-----XZY
or
----XXZY

...with Z being the combined value of the 1st digit of the element and the last digit of that other flag. If the last 2 digits on the original flags are ------45, and the original element of the hitbox is Fire (05), then to make that instead have Darkness (13) the end of the flag would now be ------53, Normal Hit (00) would be ------40, Aura (15) ------55, etc. If it was originally Fire and the last 2 flag digits were ------85, Darkness would be ------93, Normal Hit ------80, Aura ------95.


This is an old elements list, but it seems to match what's used here as well for the one's I've seen:

YY
00 Hit
01 ?
02 Slash
03 Electric
04 Ice
05 Flame
06 Coin
07 Cape
08 Slip
09 Sleep
0A ?
0B Impale
0C Stun
0E Flower
0F ? (gives hitstun to some moves that don't normally have any)
10 ?
11 Slash 2
12 Hit 2
13 Darkness
14 Stun
15 Aura
16 Impale 2
17 Down
18 No Flinch

Again, don't overwrite the 2nd to last digit with the element's 1st digit. The 0 or 1 in the element is combined with the 2nd to last flag digit which is also shared with a different flag.
 

Gregory2590

Smash Journeyman
Joined
Jan 24, 2006
Messages
487
Location
New Jersey
NNID
phireblast
Question. I've made my character shoot a raygun as his b move. However, after he shoots(I want him to shoot only one bullet before he puts the gun away), he just freezes instead of going back to his idle animation. What should I do?
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
You need to tell them to go to the new sub-action or whatever. The shoot subaction, and the "Put away gun" sub action are very much likely different. Compare the original gunshot, or something.
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
The system currently used is one that is used by many modification programs - simply speaking, whenever a list of events exceeds the size of it's original, it allocates some space at the end of the file, transfers the code to the new location, and changes the pointer to reflect the new location. The old location is then flagged as empty space so it can be used if something else of a smaller size needs to be relocated.

Using this system pretty much ensures that there will be no memory problems to speak of when modifying files.


It's true that a nop would be good to keep the shape of the code, but because there's already the whole reallocation thing going on, there are going to be many problems regardless. I suppose I may have to end up making it check all of the available pointers to see if they are pointing to the location in question and change them accordingly - though that is likely to cause a large slowdown in the program.


Also, I suppose I'll have to reinstate my last answer to DarkDragoon.

I've given it a bit of thought and yes some animations (such as Lucario's Double Team) are based off of the animation. But moves like Zelda's teleport could possibly use a different system to work... As shown with Metaknight's infinite dimensional cape, teleportation is simply making the character invisible and giving them omnidirectional movement - so perhaps you should look into MK's Down B.
Alright, well perhaps one could find a value or something to give you invisibility and omnidirectional movement, and then add ntangibility frames to the move. That should be theoretically possible.

And PW, I have a question. How do you add momentum into a move? I mean, for example, BigSharkZ changed the animation of Marth's up B to the screw attack animatioon, but it wont go up. How would one add upwardsmomentum to this sort of move?
 
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