can someone explain to me why the original knockback/angle etc has to be in the data.
and how do I collect this data anyway, I need some for my captain falcon thread
There's no fixed definition for which hitbox is which. So in order to check that the correct hitbox is being modified, it first makes comparisons with damage, knockback etc. to check they're identical.
Code:
Hitbox
C2744A3C 0000001C
3C008180 80FC0028
81070008 8108FFFC
7C080000 40800098
81080030 80DE0020
5106C00E 801E0000
5006821E 801E0018
5006442E 80E7007C
80E70038 813E0030
5127C0CE 801E0014
50076226 390204CC
85480014 81680004
7D405B79 4082002C
90C80000 90E80004
54C0402E 50E046FE
90080008 54E02116
9008000C 3800FFFF
90080010 48000050
7C0A3000 4082FFC4
7C0B3800 4082FFBC
88080008 90030004
88080009 9003001C
8808000A 90030024
8808000B 500906FE
91230034 A008000C
90030018 80080010
2C00FFFF 41820008
90030038 7F83E378
60000000 00000000
Framespeed
C2766C20 00000016
3C008180 807D0008
8063FFFC 7C030000
4080000C 80630030
48000008 386000FF
809D0014 C0240040
FC40081E 81240058
61298000 D8410008
8001000C 80BD007C
80A50038 38C200D8
84E60008 2C070000
40820020 5467C00E
5007821E 5127043E
90E60000 3CE03F80
90E60004 48000038
7CE8C671 41A0000C
7C081800 4082FFCC
54E8863E 7C004000
4180FFC0 54E8043E
7C082800 4182000C
7C084800 4082FFAC
C0060004 D01F0010
60000000 00000000
C2766FB8 00000003
2C1D0001 4182000C
C0230010 48000008
C02283C8 00000000
ID Fix
C28152E4 00000002
819E003C 907EFFFC
60000000 00000000
ClearMemory
205BA488 00000040
025A9400 05FF0000
E0000000 80008000
This is the .gct I use for collecting data if I really want to. The hitbox, animation and ID fix codes will have the same breakpoints. The first address in the clear memory code is that for a controller's input: when L is pressed, the region of memory which is storing the hitbox/animation data is cleared.
To use, go into training mode or similar, and look in memory viewer at the locations where you'd usually store hitbox/animation data. It'll fill up by yourself as you perform moves (you'll want to turn auto-update on).