Supreme Dirt
King of the Railway
- Joined
- Sep 28, 2009
- Messages
- 7,336
Ok so this is pretty simple but pretty complex. I'm looking for any and all technical data on Smash 64. This includes hitstun frames, damage, weights, any little bits of specific game-related data.
It can't be non-specific. What I mean is there's a weight table floating around... however it's relative to Mario. I can't code using that. I'm working on a modification of Brawl to reinstate 64 mechanics, and my first goal is to get the basic mechanics of the game working.
Any and all bits work, but the more specific the better. Running and jumping jumps lower than normally jumping, and that's lower than tap jumping. But by how much? How many frames are you in the air? How many frames until you land?
It's all these little things I'm looking for. How much hitlag do moves have? How much shield damage? Etc.
So I call out to you, the Smash 64 community, help me collect the information I need to not just make a mod, but to collect a lot of oft-neglected data.
Control Stick Sensitivity and Other Constants
Memory Address|OverlayCommon Offset| IC#|Brawl|64|Label
80B88270|514E10|3117|0.18|0.07|Walk Sensitivity
80B88280|514E20|3121|-0.25|-0.16|Turn Sensitivity
80B88270|514E10|3117|0.18|0.07|Walk Sensitivity
80B88280|514E20|3121|-0.25|-0.16|Turn Sensitivity
80B88284|514E24|3122|0.8|0.62|Dash, Pivot, & F-Smash Sensitivity
80B88294|514E34|3126|0.625|???|Run Sensitivity (having trouble testing)
80B882A4|514E44|3130|-0.375|2.0|Turn Grab Sensitivity
80B882B0|514E50|3133|-0.66|-0.44|Crouch,TetherDrop Sensitivity
80B882C4|514E64|3138|0.6625|0.63|Tap Jump Sensitivity
80B882C8|514E68|3139|0.125|0.08|JumpF/JumpB Sensitivity
80B882CC|514E6C|3140|0.3|0.42|Shorthop with Tap Jump Sensitivity
80B882D0|514E70|3141|0.5625|???|Dash/Run Tap Jump Sensitivity (well definitely less than 0.62...)
80B882F8|514E98|3151|0.25|0.16|Ftilt Threshold
80B882FC|514E9C|3152|0.279253||Ftilt Up Threshold (requires math and it's 3 am)
80B88300|514EA0|3153|-0.279253||Ftilt Down Threshold (requires math and it's 3 am)
80B88304|514EA4|3154|0.25|0.16|Utilt Threshold
80B88308|514EA8|3155|-0.25|0.16|Dtilt Threshold
80B8830C|514EAC|3156|0.279253||Fsmash Up Threshold (requires math and it's 3 am)
80B88310|514EB0|3157|-0.279253||Fsmash Down Threshold (requires math and it's 3 am)
80B88314|514EB4|3158|0.6625|0.42|Upsmash Sensitivity
80B88318|514EB8|3159|4||Up smash input window
80B8831C|514EBC|3160|-0.6625|0.42|Dsmash Sensitivity
80B88320|514EC0|3161|4||Down smash input window
80B8832C|514ECC|3164|0.25||Fair/Bair Sensitivity
80B88330|514ED0|3165|0.25|0.16|Uair/Dair Sensitivity
80B88338|514ED8|3167|-0.6625|0.16|Fastfall Sensitivity
80B88350|514EF0|3173|0.7||Input Distance Threshold for Smash DI
80B88354|514EF4|3174|6||Smash DI Distance
80B88358|514EF8|3175|3||Automatic Smash DI Distance
80B88368|514F08|3179|220||Lay auto-stand timer
80B88384|514F24|3186|0.55||Up+B/Down+B Sensitivity
80B88388|514F28|3187|-0.6875||Platform Drop Sensitivity
80B8838C|514F2C|3188|-0.5||Platform Drop Momentum
80B883B4|514F54|3198|0.2||Tech Roll Sensitivity
80B883BC|514F5C|3200|400||Base Disabled Time on Shield Break
80B883C0|514F60|3201|90||Minimum Disabled Time on Shield Break (does not work due to coding error)
80B883C4|514F64|3202|1||Reduction per Frame on Shield Break
80B883C8|514F68|3203|3||Reduction per Input on Shield Break
80B883CC|514F6C|3204|0.5||Directional Input Threshold on Shield Break
80B88440|514FE0|3233|50||Max Shield Strength
80B88444|514FE4|3234|0.15||Minimum shield size scaling
80B88450|514FF0|3237|0.28||Shield Degeneration
80B88454|514FF4|3238|0.07||Shield Regeneration
80B88458|514FF8|3239|30||Shield Reset (when broken, shield strength resets to this value)
80B88478|515018|3247|1||Shield Size Factor
80B8847C|51501C|3248|0.3||Shield Resistance Ratio (shields take this% less damage)
80B88480|515020|3249|0.7||Shield pushback
80B88484|515024|3250|0.5||Shield tilting
80B886DC|51527C|3400|100||DK Cargo Hold: Base Time
80B886E0|515280|3401|5||DK Cargo Hold: Time Increase per Damage
80B886E4|515284|3402|10||DK Cargo Hold: Time Reduction from an Input
OH DEAR
As I was testing for these I realized something... That jump height varies depending on how far the stick is tilted between 0.42 and 0.63.
Attributes - I'm subbing in the old incorrect values.
Character|Weight (coded)|Weight (B/M scale)|Weight (MeleeNTSCPAL)|Weight (Brawl)
Luigi|1|100|100/100|97
Mario|1|100|100/98|98
Donkey Kong|0.84|119.048|114/114|116
Link|0.96|104.167|104/104|104
Samus|0.92|108.696|110/110|108
Captain Falcon|0.96|104.167|104/104|104
Ness|1.1|99.010|94/94|94
Yoshi|0.93|107.527|108/111|107
Kirby|1.19|84.034|70/74|78
Fox|1|100|75/73|80
Pikachu|1.16|86.207|80/80|79
Jigglypuff|1.3|76.923|60/60|68
AHA found fall speed and normal jump velocity it seems.
Offsets are using cheat engine and mupen 64's rerecording version
P1 vertical velocity (training mode): B617D8
Movement Attributes
Character|Shorthop|Fullhop|Shorthop(run)|Fullhop(run)|jump min (tap)|jump max (tap)
Mario|55|77.5|48.8|67.7|60.7|79.6|
Donkey Kong|73.15|88.2|68.92|81.61||89.6
Link|64.1|86.5|57.8|76.7||88.6
Character|Terminal Velocity|Gravity|Fastfall Terminal Velocity|Fastfall Gravity|Jump Squat|double jump
Mario|44|2.4|70|70|3|71.4
Donkey Kong|56|3|89|89|6|81.266
Link|64|3.4|102|102|7|79.4
Character|Walk Acceleration|Walk Max Speed|Dash Speed|Run Speed|Runstop Deceleration|Friction
Mario||23.1|54|44|1.875
Donkey Kong||24.64|60|48|2.125
Link||28.49|68|42|2.5
Character|Air Acceleration|Air Deceleration Boost|Max Air Speed|Air Friction
Mario|||29.8
Donkey Kong|||29.7|0.3
Link|||31|0
Frame Data
Mario
Mario
jump squat 3
jab 1
hits frame 2
damage: 2%
hitlag: 4 frames
cancel to jab 2: frame 9
ends: 17
jab 2
hits frame 3
damage: 2%
hitlag: 4 frames
cancel to jab 3: frame 8
ends: 19
jab 3
hits frame 4-5
damage: 4%
hitlag: 5 frames
ends: 25
fireball (ground)
fireball appears frame 16
45 total
fireball (air)
fireball appears frame 16
40 total (?)
It can't be non-specific. What I mean is there's a weight table floating around... however it's relative to Mario. I can't code using that. I'm working on a modification of Brawl to reinstate 64 mechanics, and my first goal is to get the basic mechanics of the game working.
Any and all bits work, but the more specific the better. Running and jumping jumps lower than normally jumping, and that's lower than tap jumping. But by how much? How many frames are you in the air? How many frames until you land?
It's all these little things I'm looking for. How much hitlag do moves have? How much shield damage? Etc.
So I call out to you, the Smash 64 community, help me collect the information I need to not just make a mod, but to collect a lot of oft-neglected data.
Control Stick Sensitivity and Other Constants
80B88270|514E10|3117|0.18|0.07|Walk Sensitivity
80B88280|514E20|3121|-0.25|-0.16|Turn Sensitivity
80B88270|514E10|3117|0.18|0.07|Walk Sensitivity
80B88280|514E20|3121|-0.25|-0.16|Turn Sensitivity
80B88284|514E24|3122|0.8|0.62|Dash, Pivot, & F-Smash Sensitivity
80B88294|514E34|3126|0.625|???|Run Sensitivity (having trouble testing)
80B882A4|514E44|3130|-0.375|2.0|Turn Grab Sensitivity
80B882B0|514E50|3133|-0.66|-0.44|Crouch,TetherDrop Sensitivity
80B882C4|514E64|3138|0.6625|0.63|Tap Jump Sensitivity
80B882C8|514E68|3139|0.125|0.08|JumpF/JumpB Sensitivity
80B882CC|514E6C|3140|0.3|0.42|Shorthop with Tap Jump Sensitivity
80B882D0|514E70|3141|0.5625|???|Dash/Run Tap Jump Sensitivity (well definitely less than 0.62...)
80B882F8|514E98|3151|0.25|0.16|Ftilt Threshold
80B882FC|514E9C|3152|0.279253||Ftilt Up Threshold (requires math and it's 3 am)
80B88300|514EA0|3153|-0.279253||Ftilt Down Threshold (requires math and it's 3 am)
80B88304|514EA4|3154|0.25|0.16|Utilt Threshold
80B88308|514EA8|3155|-0.25|0.16|Dtilt Threshold
80B8830C|514EAC|3156|0.279253||Fsmash Up Threshold (requires math and it's 3 am)
80B88310|514EB0|3157|-0.279253||Fsmash Down Threshold (requires math and it's 3 am)
80B88314|514EB4|3158|0.6625|0.42|Upsmash Sensitivity
80B88318|514EB8|3159|4||Up smash input window
80B8831C|514EBC|3160|-0.6625|0.42|Dsmash Sensitivity
80B88320|514EC0|3161|4||Down smash input window
80B8832C|514ECC|3164|0.25||Fair/Bair Sensitivity
80B88330|514ED0|3165|0.25|0.16|Uair/Dair Sensitivity
80B88338|514ED8|3167|-0.6625|0.16|Fastfall Sensitivity
80B88350|514EF0|3173|0.7||Input Distance Threshold for Smash DI
80B88354|514EF4|3174|6||Smash DI Distance
80B88358|514EF8|3175|3||Automatic Smash DI Distance
80B88368|514F08|3179|220||Lay auto-stand timer
80B88384|514F24|3186|0.55||Up+B/Down+B Sensitivity
80B88388|514F28|3187|-0.6875||Platform Drop Sensitivity
80B8838C|514F2C|3188|-0.5||Platform Drop Momentum
80B883B4|514F54|3198|0.2||Tech Roll Sensitivity
80B883BC|514F5C|3200|400||Base Disabled Time on Shield Break
80B883C0|514F60|3201|90||Minimum Disabled Time on Shield Break (does not work due to coding error)
80B883C4|514F64|3202|1||Reduction per Frame on Shield Break
80B883C8|514F68|3203|3||Reduction per Input on Shield Break
80B883CC|514F6C|3204|0.5||Directional Input Threshold on Shield Break
80B88440|514FE0|3233|50||Max Shield Strength
80B88444|514FE4|3234|0.15||Minimum shield size scaling
80B88450|514FF0|3237|0.28||Shield Degeneration
80B88454|514FF4|3238|0.07||Shield Regeneration
80B88458|514FF8|3239|30||Shield Reset (when broken, shield strength resets to this value)
80B88478|515018|3247|1||Shield Size Factor
80B8847C|51501C|3248|0.3||Shield Resistance Ratio (shields take this% less damage)
80B88480|515020|3249|0.7||Shield pushback
80B88484|515024|3250|0.5||Shield tilting
80B886DC|51527C|3400|100||DK Cargo Hold: Base Time
80B886E0|515280|3401|5||DK Cargo Hold: Time Increase per Damage
80B886E4|515284|3402|10||DK Cargo Hold: Time Reduction from an Input
OH DEAR
As I was testing for these I realized something... That jump height varies depending on how far the stick is tilted between 0.42 and 0.63.
Attributes - I'm subbing in the old incorrect values.
Luigi|1|100|100/100|97
Mario|1|100|100/98|98
Donkey Kong|0.84|119.048|114/114|116
Link|0.96|104.167|104/104|104
Samus|0.92|108.696|110/110|108
Captain Falcon|0.96|104.167|104/104|104
Ness|1.1|99.010|94/94|94
Yoshi|0.93|107.527|108/111|107
Kirby|1.19|84.034|70/74|78
Fox|1|100|75/73|80
Pikachu|1.16|86.207|80/80|79
Jigglypuff|1.3|76.923|60/60|68
AHA found fall speed and normal jump velocity it seems.
Offsets are using cheat engine and mupen 64's rerecording version
P1 vertical velocity (training mode): B617D8
Movement Attributes
Mario|55|77.5|48.8|67.7|60.7|79.6|
Donkey Kong|73.15|88.2|68.92|81.61||89.6
Link|64.1|86.5|57.8|76.7||88.6
Mario|44|2.4|70|70|3|71.4
Donkey Kong|56|3|89|89|6|81.266
Link|64|3.4|102|102|7|79.4
Mario||23.1|54|44|1.875
Donkey Kong||24.64|60|48|2.125
Link||28.49|68|42|2.5
Mario|||29.8
Donkey Kong|||29.7|0.3
Link|||31|0
Frame Data
Mario
Mario
jump squat 3
jab 1
hits frame 2
damage: 2%
hitlag: 4 frames
cancel to jab 2: frame 9
ends: 17
jab 2
hits frame 3
damage: 2%
hitlag: 4 frames
cancel to jab 3: frame 8
ends: 19
jab 3
hits frame 4-5
damage: 4%
hitlag: 5 frames
ends: 25
fireball (ground)
fireball appears frame 16
45 total
fireball (air)
fireball appears frame 16
40 total (?)