• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

.

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
I'm sorry for asking so many questions, but you guys really are useful. I didn't find any info on this so how would you give a wall jump to a character who doesn't. I noticed Zero has a "wall climb", would it be posible to make it so that instead of jumping up, a character would wall jump upon a jump.

Thanks
Are you asking how to give a wall jump to a character without one, or are you asking how to make a character's jump look and act like a wall jump?
 

Oni K4ge

Smash Lord
Joined
Jul 16, 2009
Messages
1,119
Hmm... would changing damage output on Mario's Final Smash require hexing, since I believe it is an article?
 

God of Humility

Smash Journeyman
Joined
Jul 28, 2009
Messages
321
Are you asking how to give a wall jump to a character without one, or are you asking how to make a character's jump look and act like a wall jump?
I'm asking how to give a wall jump to a character without one. I figured since you had a similar mechanic with Zero you might have an idea. It's for Young Link. He had one in Melee and I can't get how to reproduce it in Brawl.
 

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
What do you mean exactly? Like, I want to keep Zelda's Din's Fire, but I also want her to have Ganondorf's sword. Actually, if there's an article thread, I can always go to that. However, I don't think there are any on this site. Could be wrong though.
ganons sword isn't an article... i think its a model part... i dont really know if people have been able to use it on ganon without that ganon whith sword code...
 

DiamondbodySharpshooter

Smash Journeyman
Joined
Nov 3, 2009
Messages
416
ganons sword isn't an article... i think its a model part... i dont really know if people have been able to use it on ganon without that ganon whith sword code...
Ok, if it's not an article, I suppose Zelda won't be using it any time soon. Is there any way I can use Link's sword on Zelda without getting rid of Din's Fire? (And possibly her Arrow?)
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
I'm asking how to give a wall jump to a character without one. I figured since you had a similar mechanic with Zero you might have an idea. It's for Young Link. He had one in Melee and I can't get how to reproduce it in Brawl.
Ah. Well, I got it to work using this requirement:

Requirement 0C: 1
- hit ceiling
Requirement 0C: 2
- hit left wall.
Requirement 0C: 3
- hit ceiling
Requirement 0C: 4
- hit right wall.
Requirement 0C: 8
- hit ground?

Basically, the gist of it is that there is a Change Action with the above requirement(s) and an Additional Requirement for the proper button input. I bet you could get it work pretty easy if you set that up on every aerial/falling subaction, and had the Change Action change to the jumping wall-tech action.

@Diamondbody: I've actually gotten Ganon's sword to replace articles:


But it only moves according to the animation data Ganon had for it. When you try to replace some article, make sure you have a way to keep said article attached to Zelda's hand. (Usually if you replace an article that is normally on Zelda's hand, that should work.)
 

Kurausu

Smash Rookie
Joined
Sep 13, 2008
Messages
18
Location
Germany
ehm. ganon's sword should be an artilce, because someone replaced kirby's hammer (an article ) with ganon's sword.
and if i'm right and I already tried some things, link's sword isn't an article but a texture like the swordS of the others.
can someone tell me, is it possible to change the beam sword with ike's sword? i tried to change the model and texure but nothing happens. is that even possible?
 

God of Humility

Smash Journeyman
Joined
Jul 28, 2009
Messages
321
Ah. Well, I got it to work using this requirement:

Requirement 0C: 1
- hit ceiling
Requirement 0C: 2
- hit left wall.
Requirement 0C: 3
- hit ceiling
Requirement 0C: 4
- hit right wall.
Requirement 0C: 8
- hit ground?

Basically, the gist of it is that there is a Change Action with the above requirement(s) and an Additional Requirement for the proper button input. I bet you could get it work pretty easy if you set that up on every aerial/falling subaction, and had the Change Action change to the jumping wall-tech action.
That worked. Thank you so much Eldiran. Young Link will have wall jumps now. YAY!!!
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
How did you get Ganon's sword to be so perfectly preserved after being transferred to Link? When I transferred Link's hookshot to Lucas, it just became a black stick... What exactly do you transfer? I transferred AnimationData, ModelData, and TextureData. Cuold it be because there are a different number of AnimationDatas for Lucas's snake and Link's hookshot?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
@Humility: No prob! If you still want me to hex his projectiles, let me know.

How did you get Ganon's sword to be so perfectly preserved after being transferred to Link? When I transferred Link's hookshot to Lucas, it just became a black stick... What exactly do you transfer? I transferred AnimationData, ModelData, and TextureData. Cuold it be because there are a different number of AnimationDatas for Lucas's snake and Link's hookshot?
I replaced Navi's Animation, Model, and Texture data with Ganon's sword data. It's entirely possible that that could be the problem, yes... did you try to transfer the chain or the hookshot itself? They are actually two separate articles, oddly.
 

DiamondbodySharpshooter

Smash Journeyman
Joined
Nov 3, 2009
Messages
416
Is there anything that can be done with Zelda? The only thing I've found is her Nayru's Love model in FitZelda.pac and the texture for Din's Fire, in the same place. Are there any models, textures, and animations I can switch around so I could give her a sword?

EDIT: Bonus question! A rather silly one, but still. So, the things in the Action pane look intimidating! And frankly, I'm scared! But the move I want to put for Zelda's NeuB seems like something that can be a normal old Subaction. What do I do? I know her B attacks have subactions, but do I have to edit the corresponding actions as well?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Is there anything that can be done with Zelda? The only thing I've found is her Nayru's Love model in FitZelda.pac and the texture for Din's Fire, in the same place. Are there any models, textures, and animations I can switch around so I could give her a sword?

EDIT: Bonus question! A rather silly one, but still. So, the things in the Action pane look intimidating! And frankly, I'm scared! But the move I want to put for Zelda's NeuB seems like something that can be a normal old Subaction. What do I do? I know her B attacks have subactions, but do I have to edit the corresponding actions as well?
You only need to edit the Action if the old action has some properties/behaviors you don't want, or if you want to add new properties/behaviors. Odds are editing the Subaction should be enough unless you want to do something complex.

As for editing things of Zelda's... try looking in FitZeldaMotionEtc.pac. Lots of useful things are contained in that file too (Navi is in that file for Link, for example).
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
I know this has been asked before, but is there any event .txt files out that have updated entries in them? I've added Frame Speed and Momentum in mine, but not much else.
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
@Humility: No prob! If you still want me to hex his projectiles, let me know.



I replaced Navi's Animation, Model, and Texture data with Ganon's sword data. It's entirely possible that that could be the problem, yes... did you try to transfer the chain or the hookshot itself? They are actually two separate articles, oddly.
I took the one called WpnLinkClawshot, and I'm pretty sure that that is the chain, which I wanted. I also took the texture called al_HS, directly above the ModelData[0] for the hookshot, and the animation data directly below both of them, AnimationData[0].
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
That sounds like you got it right. I can't imagine what else you would transfer, but I'm willing to bet that the fact that you're missing the hookshot itself (as opposed to just the chain) is causing the problem.

In fact, I've just noticed that the hookshot itself doesn't seem to be in Link's file... which is very odd. I confess I have no idea how I'd fix your problem.
 

xoxokev

Smash Lord
Joined
Sep 8, 2008
Messages
1,431
Location
California, baby
i'm sorry, i'm very new to this. but will someone please explain to me what PSA is? and how it can be used to visualize hitboxes? thanks in advance
 

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
i'm sorry, i'm very new to this. but will someone please explain to me what PSA is? and how it can be used to visualize hitboxes? thanks in advance
PSA is a program that allows you to change a characters moveset file... like... change which of the characters animations are used for different subactions (wich is a part of the actions...) and do other changes whith different commands... and do changes on hitbox typer, sizes, damage, knockback... and so on... you can also change what graphic effects and sounds that gets played when you do something (check out eldiran's wisp) and also you'r able to make different model parts invisible/visible... also changes the various attributes a character has... like falling speed... jump height... number of jumps... model size... and a lot more... its really too long to explain everything here... if you wanna learn it... just download and read through the OP of this thread... and just ask for help if you need to... thats what this thread is for...

oh yeah... aparently someone found a way to make hitboxes visible... don't really interest me... so i didden't look much into it beside how it looks... so i cant really wxplain that... but there is a thread for it... you should look for it and ask there...
 

Rickerdy-doo-da-day

Smash Master
Joined
Jun 13, 2008
Messages
4,861
Location
Toot Toot thrills in Green Hills (England, UK)
NNID
RicardoAvocado
I was wondering if someone could shed some light on this

I've been looking into Peachs PSA, specifically at her Turnips and found this bit about the way they work:

If Compare: RA-Basic[2] <= Number
Generate Article: 2

Else:
Generate Item: 5-2000002

End If:


I understand Article 2 is a Turnip (I'm guessing so anyway) and the other part is talking about her pulling up a Beam Sword/Bob-omb/Mr. Saturn I guess but in specific terms, I don't quite get what it all means. I can't find a definition of RA-Basic[2] for example and what does Item 5-20000002 stand for? A mix of the 3 above?

Also, I've put <= Number because I've been given 3 different values by myself and 2 other people. Ones has come up with the number being -60000 (I think), another has been -1 and mine is 71581.79

I'm pretty darn confused - why have we all got different numbers? None of us has fiddled with her anything as far as I'm aware

Note: The Sub Routine is 15E08, although when I type in 15E10, its the same except it misses out the If Compare: RA-Basic[2] <= Number part

And 15E20 just talks about Generating Items

Infact, even more interestingly, typing in different variations of 15E08 gives me different information. Its mainly just a bunch of 00000001's though...
 

pokelover980

Smash Ace
Joined
Oct 4, 2007
Messages
905
I was wondering if someone could shed some light on this

I've been looking into Peachs PSA, specifically at her Turnips and found this bit about the way they work:

If Compare: RA-Basic[2] <= Number
Generate Article: 2

Else:
Generate Item: 5-2000002

End If:


I understand Article 2 is a Turnip (I'm guessing so anyway) and the other part is talking about her pulling up a Beam Sword/Bob-omb/Mr. Saturn I guess but in specific terms, I don't quite get what it all means. I can't find a definition of RA-Basic[2] for example and what does Item 5-20000002 stand for? A mix of the 3 above?

Also, I've put <= Number because I've been given 3 different values by myself and 2 other people. Ones has come up with the number being -60000 (I think), another has been -1 and mine is 71581.79

I'm pretty darn confused - why have we all got different numbers? None of us has fiddled with her anything as far as I'm aware
The 5-2000002 is basically saying "Spawn Item Beam Sword, Bob-omb or Mr. Saturn."

Article 2 is the turnip. I'm not sure about anything else though, I don't mess with RA-Basic things normally.
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
Does anyone know of a way to make a counter-like move? I've looked at Marth's down B code and Ike's down B and nothing out of the ordinary has turned up.

In Lucario's down B, though, there is a Defensive Collision during the frames that he can counter with the parameters 0-2, 0-0, 0-1. Does anyone know what this means or is willing to test it out?

Also, right after the Body Collision is set to normal, the code 06180300: 0-2, 0-0, 0-1 shows up. What does this all mean?!?
 

brawlshifter

Smash Lord
Joined
Oct 8, 2009
Messages
1,195
Location
If you look at this, you're a stalker: NorCal
Does anyone know of a way to make a counter-like move? I've looked at Marth's down B code and Ike's down B and nothing out of the ordinary has turned up.

In Lucario's down B, though, there is a Defensive Collision during the frames that he can counter with the parameters 0-2, 0-0, 0-1. Does anyone know what this means or is willing to test it out?

Also, right after the Body Collision is set to normal, the code 06180300: 0-2, 0-0, 0-1 shows up. What does this all mean?!?
For the first question, you could make an if statement (I don't know much about If statements nor if there is even a requirement for this) where when you get hit it performs the counter. Just a suggestion...
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
For the first question, you could make an if statement (I don't know much about If statements nor if there is even a requirement for this) where when you get hit it performs the counter. Just a suggestion...
...What my question meant to ask was if there is a way to determine whether you get hit or not. Maybe it's only possible while you;re invincible.

More importantly, there are no If statements in the subactions, and only the usual If statements in the action.
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
Well, I think I knew that's what he was trying to say (sorry if my reply came off as... something that it wasn't supposed to be), and I was trying to say that I don't know what the requirement is, especially because it's not mentioned in the subactions (not that I know of).
 

Mr.Weegee

Smash Ace
Joined
Oct 19, 2009
Messages
550
How do you find character-specific graphic effects in BrawlBox?
I looked throughout the MotionPac, and it's not there.
 

brawlshifter

Smash Lord
Joined
Oct 8, 2009
Messages
1,195
Location
If you look at this, you're a stalker: NorCal
How do you find character-specific graphic effects in BrawlBox?
I looked throughout the MotionPac, and it's not there.
They're in the Etc part of MotionEtc.pac. I was wrong, they're in a characters FitCharacter.pac.

Hey Eldiran, I don't know if you figured it out or not, but I finally figured out what was wrong with my Captain Falcon's loop. I did a similar loop with Falco and found out it was because I checked Loop in Animation Flags. Now, the loop doesn't go on forever, but it also doesn't loop at all.

Loops hate me...
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
The thing is, the loops are going to be infinite, unless you have something in the subaction that ends it. Like say the animation is 30 frames, and you want it to loop twice, well in the subaction, you need to have a timer that waits 60 frames, then add an allow interrupt or a Goto.
 

brawlshifter

Smash Lord
Joined
Oct 8, 2009
Messages
1,195
Location
If you look at this, you're a stalker: NorCal
The thing is, the loops are going to be infinite, unless you have something in the subaction that ends it. Like say the animation is 30 frames, and you want it to loop twice, well in the subaction, you need to have a timer that waits 60 frames, then add an allow interrupt or a Goto.
The move I am making loop has 21 frames and will loop 3 times, so would I put a Synchronous Timer that waits 42 frames after the loop or inside the loop at the end of it?
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
nonononono

Do this:

Normal stuff to make the move work
Asynchronous Timer: frames = 42
Goto 0x000229C4

And check loop in animation flags.

What we're doing here is looping infinitely for 42 frames (twice), then going to wherever. Putting the Goto and Synchronous timers in a loop makes them run 3 times, which confuses the game really bad
 

brawlshifter

Smash Lord
Joined
Oct 8, 2009
Messages
1,195
Location
If you look at this, you're a stalker: NorCal
nonononono

Do this:

Normal stuff to make the move work
Asynchronous Timer: frames = 42
Goto 0x000229C4

And check loop in animation flags.

What we're doing here is looping infinitely for 42 frames (twice), then going to wherever. Putting the Goto and Synchronous timers in a loop makes them run 3 times, which confuses the game really bad
Loops really, REALLY hate me. I did everything exactly as you said, and here's what happened. It started out as it did the first time: hurting them one time and then going on forever without doing damage. After doing that for a few seconds, it froze with no beep and my controller vibrating like crazy. I followed your advice exactly in Main, GFX, and SFX. In Other, I haven't messed with at all. I hate loops...

I'm screwed...

If you (or anyone) want to check out the file, it's here. The move is Sub Action 4C.
 

G&W X

Smash Cadet
Joined
Jun 3, 2009
Messages
31
>_> Is there a Zip download of PSA and do you need anything for it to go on Vista?
 

yugi1818

Smash Cadet
Joined
Jul 20, 2009
Messages
40
Im having trouble
Um i tried to give peach shieks dsmash and she still did her own but when i tried to pull out a turnip she did her final smash and then she froze in place ???Why would it put the final smash in turnips place if i didn't even mess with specialLw
 

pokelover980

Smash Ace
Joined
Oct 4, 2007
Messages
905
Im having trouble
Um i tried to give peach shieks dsmash and she still did her own but when i tried to pull out a turnip she did her final smash and then she froze in place ???Why would it put the final smash in turnips place if i didn't even mess with specialLw
You probably messed with SpecialLw without knowing. If a character tries to use their FS without getting a Smash Ball OR if it's not on their Final subaction they freeze for some reason. I experimented with it and got really close to FS remapping but it still froze, it just took longer.
 
Top Bottom