droughboi
Smash Journeyman
Whats the trajectory for a Semi spike? like a Downward forward angle in front?
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finally, some information on bones!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
yes, this would help me a lot too.Can someone put up a tutorial vid? I'm more of a visual person.
315 degrees is a perfect downward diagonal angle (in decimal).Whats the trajectory for a Semi spike? like a Downward forward angle in front?
weeeee, Thanks!315 degrees is a perfect downward diagonal angle (in decimal).
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.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.
Cool pic thanx!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.
So like, I could use his aerial Side B's animation?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.
Yeah he gave a good example, but clearly each 8 character string does something different. Is there a list of what these things do?@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.
not External Graphic Effect, just Graphic Effect.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?
I hope these work.Anyone know the IDs for items?
i want in. this stuff is too confusing.>_> 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
lol@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])@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
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.>_> How we make characters dissappear and reappear?
To get the teleport working you have to check the "move character" thing, I assume....but yea.
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.
so is RA-Basic[2] like a random number generator?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])
no. RA stands for random access. these are variables that can be accessed by anything.so is RA-Basic[2] like a random number generator?
>_> 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!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.
My best guess would be to change the animation from the swing to the Side Smash.Has no one figured out what GFXs etc. make the bat/sword items visible yet?
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.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 ).
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.
Okay, will do, thanks man!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.
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.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
it's not values, it's the namesMy 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?
this here sounds very reasonable, since the hitting SFX should only be trigged by the hitboxImportant
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
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
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.
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.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.