SwiftNinjaBlackMan
Smash Apprentice
yea it doesn't allow me to edit the hitbox data at all
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offsetyea it doesn't allow me to edit the hitbox data at all
If you view the subaction for Ganon's uptilt in Crazy Hand (or Master Hand) only two scripts appear:What can you not edit? Hitbox data?
I'll play around with it some and see if I can figure out anything about it.If you view the subaction for Ganon's uptilt in Crazy Hand (or Master Hand) only two scripts appear:
a sound script:
44 04 00 00 00 00 00 A6 00 00 7F 40
and a script starting with "E8", which CH and MH each have labeled as unknown.
E8 00 00 45
As I was writing this, I actually discovered what the issue is, and apparently both Crazy Hand and Master Hand have this issue.
The problem comes from two design choices made when designing CH and I guess the same holds true for MH:
1) Any unknown script is assumed to be 4 bytes long.
2) A sequence of 00 00 00 00 read at the beginning of a script is assumed to be the ending point of the subaction.
this unknown "E8" script appears to actually be 16 bytes long. Is this particular situation, the entire thing looks like this:
E8 00 00 45 00 00 00 00 00 00 FF FF 00 3C 00 00
CH reads the unknown script and assumes it is only 4 bytes long, therefore only reading E8 00 00 45. The next script it tries to read is 00 00 00 00, which tells it this is the end of the subactions, when in fact it is not! It ends up ignoring everything else that comes after this.
I checked in a hex editor and as it turns out you can find all of the data that gets ignored after this point, including all of the hitboxes, timers, etc...
I will make a quick fix to Crazy Hand this week to fix this issue so Ganon's uptilt will be editable in CH.
Additionally, does anybody know what this "E8" script is used for?
Edit: Looks like Achilles noticed this too as I was typing haha
this makes me very happy :DOff topic, does anyone know where subaction interrupt functions are stored in start.dol for v1.02? I found the post Magus made explaining how to edit them, but the offsets are for v1.00, and my own attempts to change things haven't been fruitful.
Yeah, I did all that, but now my problem has been fixed. Thanks anyways!Here are a couple of ideas:
1) Are you trying to run the file from the .zip it comes in? If so, extract everything to a folder.
2) Did you only extract the .jar? If so, extract everything in the downloaded .zip to a folder.
Good find c: I actually remember playing around with this format a little(Found it on link as well during my projectile research phase, thought it might have had something to do with his bombs/arrows.) but I didn't fully understand the format.Regarding the "7C" command,
Character - Link
7c080001 = sword in sheath
7c100001 = shield on back
7c080000 = sword in hand
7c100000 = shield in hand (I didn't actually see this one being executed but it will probably work)
-----------------------------
I know the 7C command is used for other characters, but I haven't documented anything else at the moment.
Damaging shield moves for SD Remix when?Regarding the "7C" command,
Character - Link
7c080001 = sword in sheath
7c100001 = shield on back
7c080000 = sword in hand
7c100000 = shield in hand (I didn't actually see this one being executed but it will probably work)
-----------------------------
I know the 7C command is used for other characters, but I haven't documented anything else at the moment.
I've got a couple of bugfixes on my to-do list, so I'll lump recognition of the DC command in with them for the next small patch.wanted to say again that this program is amazing. thank you guys for putting this together. I probably should have said this earlier since you just posted a new version, but it would be awesome if the DC command (0x12 in size I think) for combined sound effect and graphic effect to be added. it's documented in Itaru's first thread, on page 2 currently, though I think it was discussed earlier in this thread too. also, on one of my computers I've encountered wonky interface-not-updating problems when switching to the fsm tab. been fine on my other computer I think though
I decided to take another look, and I figured out why(At least, kinda. Lots of trial and error). Randomization of hitboxes is *almost* functional. Right now everything works fine until the randomizer hits Peach and then it throws an OutOfMemoryError. I'm pretty sure I know why this is happening and will edit this post once I fix it.@ oOSuperMarioOo
Actually, that's what it is supposed to do haha. At one point it did that properly, but then somewhere along the line the code for that broke with the addition of new features. @ Tater and I haven't been able to figure out why yet. I plan to look into it more in the future.
This is actually a known bug, and an oversight on my part. I'm releasing a small patch tomorrow that will fix character randomization and this issue as well.I'm having some trouble with new hitbox creation... it seems to be fine when I just modify existing hitboxes, but when I make a new hitbox, every time I hit the save button, the "hitbox interaction" property resets to 0 D:
but Crazy Hand generates it like this:44 00 00 00 00 00 00 00 00 00 7F 40
I've also seen a number of sound scripts in the game that start with 44 04 instead of 44 00... doesn't seem to affect whether or not the sound plays, though. Itaru noted this in his effects thread too, saying he wasn't sure what it actually did44 00 00 00 00 00 00 00 00 00 00 00
hey man, I would actually recommend you check out some of the more recent posts in this thread as there's some discussion about cancelling special moves. it's not quite as straightforward as cancelling normal attacks, unfortunately :\ definitely do-able though. we know how to easily make a move jump-cancellable, thanks to achilles and Stratocaster, but I don't know if there's anything concrete documented otherwise, in terms of cancelling special moves. actually, @ MagicScrumpy , how in the world did you make that Fox video where he could cancel his side-b into anything? the video description mentions sharur finding some stuff on special moves; would you be willing to share any of that info?One thing I'm interested about this program is the ability to enable "Turbo Mode" by editing the attacks using Crazy Hand; however, the only thing I'm able to change are normal, smash, and aerial attacks. I'm unable to cancel special attacks possibly because it's located somewhere else in SSBM files. If you have the time, is it possible for you to add the ability to cancel special attacks? I would appreciate it if you do.
Thanks for the tip. I hope they add the feature to easily add mods from Start.dol, depending on the version of the game you're trying to modify.hey man, I would actually recommend you check out some of the more recent posts in this thread as there's some discussion about cancelling special moves. it's not quite as straightforward as cancelling normal attacks, unfortunately :\ definitely do-able though. we know how to easily make a move jump-cancellable, thanks to achilles and Stratocaster, but I don't know if there's anything concrete documented otherwise, in terms of cancelling special moves. actually, @ MagicScrumpy , how in the world did you make that Fox video where he could cancel his side-b into anything? the video description mentions sharur finding some stuff on special moves; would you be willing to share any of that info?
as always, thanks for the update. very handy just having those two hitbox and sound effect fixes in there.
I don't think I mentioned this before but, would it be possible to display the subaction IDs (value-wise) next to their names somewhere? this is based on my assumption that whatever the program does to find and separate out all the subactions also is able to identify their IDs, not sure if my perception of how it works is entirely accurate though. I suppose the easiest thing might be to have the ID next to the name in the animation swapping section, or something?
Phantasm Hitbox DataHey, anyone know how exactly you'd go about removing the hitboxes on Fox/Falco's Side-B? I've "removed" other hitboxes before by listing their effect as "Empty" in Crazy Hand, but I can't seem to locate the hitbox data for those moves at all. Any advice?
Currently the randomizer does not randomize character specific attributes or their special moves due to some inconsistencies regarding their file locations. I do plan to make the randomizer more modular(Selecting what you do and do not want randomized, how "crazy" it should be, etc) but it may not be in the next update I have planned. The things you listed are definitely doable and will be put in the next update that changes the randomizer.Will it ever be possible for "Randomize ALL Characters" to randomize things like effects on moves (like falcon's knee having a dark effect or yoshi's egg throw having a fire effect, etc.) and perhaps switching animations too? That would be incredibly funny if it worked properly.
Also, does the randomize feature also randomize each character's "Character specific" attributes like their special moves?
Currently, there is no way to manually point Crazy Hand to a certain offset in that manner(Although I should consider adding that feature, now that you mention it...) You can export the character and load it into a hex editor. Inside HxD, just hit Ctrl+G and enter the offset you want to go to (4168 in this case; "0x" is just there to symbolize that it is a hexadecimal value and not a decimal value.) That should take you where you need to be Once you're done editing the file you can load the character back into the ISO using Crazy Hand as well.Is there a way to manually load that offset in Crazy Hand? Or would I export the character data then load it into a Hex editor? I tried searching "0x4168" in HxD, and didn't find anything, so maybe I'm doing it wrong?
Hitstun isn't attack-specific, unfortunately. However, you can edit values pertaining to hitlag by opening PlCo.dat with a hex editor(I suggest HxD; it's free, doesn't nag you to buy it, and has a lot of great features).So, I'm pretty new to editing characters and all. I was trying to turn Roy into Lloyd from SSF2. I know for a fact, the specials won't be done, but I do know that I could edit most other things.
So, I was just wondering, how do you change hitstun with Crazy Hand?
I'll update this post with a small walkthrough on how to edit these with a hex editor.plco offsets
A174 20 Max number of frames of hitlag
A178 .333 damage multiplier for frames of hitlag
A17C 3 Base hitlag
A180 .667 hitlag multiplier on crouching?
A184 1.5 Electric Element Hitlag multiplier
0x4D/0x4E are somewhat of a mystery to me; 0x4E is used in Mewtwo's forward throw to spawn projectiles, but my knowledge of it stops there.Regarding autocanceling, do we know what the difference is between:
0x4C (I know this is 00=autocancel standard aerials)
0x4D
0x4E
0x4F
?
They each control setting flags to separate memory addresses 0x4 apart.