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Crazy Hand v1.31 - Character editing program

Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
@ Achilles1515 Achilles1515 The fix did the trick (of course, cause that's how you designed it >__<'|l).

I don't want to keep bothering you for code. What remains for me to learn is how to add an async timer of 20 frames before jumping is allowed and how to allow rolling/tech rolling passed a ledge if holding the appropriate direction.

For the greater good of new smash techniques O: can you help me one last time with this?

@ tatatat0 tatatat0 Good! So, what remains is what I asked achilles.

But as a balance question, do you think the jump should only be allowed after the 20 frames of invincibility or at any point in time of the animation as it is now (with the above code)?
 
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tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
Not sure if you know this, but here is how to find the interrupt for any [common] subaction state.

Table @ 0x3bf9c0 in DOL (entry at this address is for "Wait")
The table actually starts a little before this....

0x00 Subaction ID
0x04 Flags 1
0x08 Flags 2
0x0C animation interrupt function
0x10 IASA function
0x14 action physics function
0x18 collision interrupt
0x1C camera behavior function
0x20 Next subaction ID

See the top of the Global Addresses sheet for a tiny bit more info.
Hey achilles so I wanted to make Dash attack jump cancellable but I thought, WAIT, that might let fox and falco dash attack cancel shine, so instead I tried to make dash attack be cancellable by anything that a jump squat is. At first I Changed Dash attacks interrupt to JumpF's interrupt (Which did nothing). So instead I used one of your codes
P1 % = P1 Action State, P2 % = P1 Subaction State (1.02) [Achilles]
C206CA78 00000006
89C3000C 2C0E0000
4082001C 3DC08045
61CE30E0 81E30010
B1EE0000 81E30014
B1EE0E90 8803221F
60000000 00000000

So play a match with P1 as the character you want to know values for and P2 as standing human dummy or something, because you need his percent on-screen.

Convert the on-screen percents to hexadecimal.

Note: I didn't really test this. Updating the on-screen percent might be like a frame or two slow or something. Idk.
to find out what is the jumpsquat subaction. I found out its 15 so I changed dash attack interrupt to xF's interrupt. Instead of letting me cancel my dash attack with anything cancellable by a jump it cancels my dash attack into a jump with none of the cancels that a jump has.
Edit: Oh my lord, the momentum shiek gets from it. o_o
Also surprisingly you can still cancel the dash attack with a grab if you are quick enough.
 
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tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
@ Achilles1515 Achilles1515 The fix did the trick (of course, cause that's how you designed it >__<'|l).

I don't want to keep bothering you for code. What remains for me to learn is how to add an async timer of 20 frames before jumping is allowed and how to allow rolling/tech rolling passed a ledge if holding the appropriate direction.

For the greater good of new smash techniques O: can you help me one last time with this?

@ tatatat0 tatatat0 Good! So, what remains is what I asked achilles.

But as a balance question, do you think the jump should only be allowed after the 20 frames of invincibility or at any point in time of the animation as it is now (with the above code)?
I think it would be kinda weird in the first place to jump out of tech rolls. Would kinda make tech chasing impossible. Also link would have some weird shenanigans with throwing bombs at him self. Jumping out of tech rolls could also probably allow for you to live much longer then you should. If shiek fairs you onto the stage and you tech roll and jc it into a wavedash or something you could probably just negate all momentum. Btw about doing things past the ledge, I know with things like Falco's F-smash, and things with momentum if you allow iasa early and you press any direction while you are still moving towards the ledge you'll fall off. Just a note. :p
 

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
If you set C. Falcon or Ganon's Side-B landing lag to 0, then they will enter the "Fall" action state instead of "SpecialFall" when performing a Side-B off the edge or hitting/missing an aerial Side-B.
 

ZombieOfun

Smash Rookie
Joined
Sep 13, 2015
Messages
1
Location
Riverside, California
Might I ask how I open the program? I do not see an executable provided. Do I have to compile it somehow?

Update: Silly me, I did not attempt to execute it using java yet. Sorry about that!
 
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QuickLava

Smash Journeyman
Joined
Nov 30, 2013
Messages
361
Location
Somewhere in the Aether....
Another question for you guys, how do actions that cause your character to move work? I'm not talking about ones where the animation itself causes your character to move, but ones like Falcon's Up-B where there it's dictated by something else.
 
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SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
Another question for you guys, how do actions that cause your character to move work? I'm not talking about ones where the animation itself causes your character to move, but ones like Falcon's Up-B where there it's dictated by something else.
They transition to subactions. Fox/Falco Up-B is like 4 subactions.
 

Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
If you set C. Falcon or Ganon's Side-B landing lag to 0, then they will enter the "Fall" action state instead of "SpecialFall" when performing a Side-B off the edge or hitting/missing an aerial Side-B.
I can assume the same applies for fox/falco's sideB? : D
 

QuickLava

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Nov 30, 2013
Messages
361
Location
Somewhere in the Aether....
They transition to subactions. Fox/Falco Up-B is like 4 subactions.
That's exactly it though. I've looked through all four subactions, and I can't find anything that'd indicate any sort of movement should take place. Nor can I find anything in the subactions that calls for the game to check your analogue stick's orientation to determine the direction you'll be sent in. So that's two questions then, what in the subactions tells the game to check your analogue stick's orientation, and what in the subaction tells the game to move your character. Also, I was talking more so about Captain Falcon than Falco. Probably should've been more clear on that. As I understand, the animation for Fox/Falco's Up-B is what actually causes the movement. But in Captain Falcon's case, there is no movement in the animation. This is done by something else entirely that I can't seem to find.
 
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tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
That's exactly it though. I've looked through all four subactions, and I can't find anything that'd indicate any sort of movement should take place. Nor can I find anything in the subactions that calls for the game to check your analogue stick's orientation to determine the direction you'll be sent in. So that's two questions then, what in the subactions tells the game to check your analogue stick's orientation, and what in the subaction tells the game to move your character. Also, I was talking more so about Captain Falcon than Falco. Probably should've been more clear on that. As I understand, the animation for Fox/Falco's Up-B is what actually causes the movement. But in Captain Falcon's case, there is no movement in the animation. This is done by something else entirely that I can't seem to find.
I'd assume the movement is set in a variable somewhere in the Pl**.Co for the respective character possibly as a floating point.
 

SinsOfApathy

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Feb 24, 2015
Messages
474
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Psion312
That's exactly it though. I've looked through all four subactions, and I can't find anything that'd indicate any sort of movement should take place. Nor can I find anything in the subactions that calls for the game to check your analogue stick's orientation to determine the direction you'll be sent in. So that's two questions then, what in the subactions tells the game to check your analogue stick's orientation, and what in the subaction tells the game to move your character. Also, I was talking more so about Captain Falcon than Falco. Probably should've been more clear on that. As I understand, the animation for Fox/Falco's Up-B is what actually causes the movement. But in Captain Falcon's case, there is no movement in the animation. This is done by something else entirely that I can't seem to find.
I'm pretty sure the subaction function does it in both cases. I've frozen Fox in the spinning and charging animations multiple times during debugging. 803C7788 is where his Action State table is located.

It'll be the 3rd set for Ground and Air before the Smash Taunt.
 

Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
By chance does anyone know where to change Peach's SideB (bomber) damage?

It's SpecialAirSEnd(307), Offset 0x3C30, and it spawns an article AC 01 A0 00

I tried to search for any 2Cs or 2Ds in a hex editor but changing their damage values didn't change the bomber's damage.

The first hit of a bomber does 16 damage if that helps any.
 
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Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
By chance does anyone know where to change Peach's SideB (bomber) damage?

It's SpecialAirSEnd(307), Offset 0x3C30, and it spawns an article AC 01 A0 00

I tried to search for any 2Cs or 2Ds in a hex editor but changing their damage values didn't change the bomber's damage.

The first hit of a bomber does 16 damage if that helps any.
0x4044
 

tatatat0

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Joined
Jan 28, 2015
Messages
412
By chance does anyone know where to change Peach's SideB (bomber) damage?

It's SpecialAirSEnd(307), Offset 0x3C30, and it spawns an article AC 01 A0 00

I tried to search for any 2Cs or 2Ds in a hex editor but changing their damage values didn't change the bomber's damage.

The first hit of a bomber does 16 damage if that helps any.
I'd try perhaps referring to magus's notes on hitboxes.
Hitbox stuff...

You generally find these in the character's Pl**.dat file (PlFx, PlCa, PlGn, etc). Some stuff like turnips, YLink/Link's bombs which can be caught and thrown are items, and may be in another file (they are in Brawl).

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19

.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B


The orange is one of CF's sweetspotted knee hitboxes. Hitbox data is 20 bytes long (0x14), and always begins at offsets ending in 0, 4, 8, or C. Notice how more than one thing is often in the same byte. Unlike Brawl's hitbox data, the parameters don't start and end cleanly on bytes most of the time, so the bits all kind of run together. It's the same thing as the flags part of Brawl's parameters... except it's like that for just about everything. Bit shifting was helpful for figuring out some of this crap.

I was unsuccessful at first trying to find anything that resembled hitbox data because of this. I only made progress by doing a file compare of NTSC vs PAL character files of characters with documented changes. Luckily damage has its own byte here so I was able to get a general idea of what a set of hitbox data looked like to find others and compare them.


Here are all of the bits of the 20 bytes mapped out:

......0...........1...........2...........3...........4

| CCCC CCII | IRRR RRNN | NNNN NOOD | DDDD DDDD | SSSS SSSS |


......5...........6...........7...........8...........9
| SSSS SSSS | ZZZZ ZZZZ | ZZZZ ZZZZ | YYYY YYYY | YYYY YYYY |


.....10..........11..........12..........13..........14
| XXXX XXXX | XXXX XXXX | AAAA AAAA | AGGG GGGG | GGWW WWWW |


.....15..........16..........17..........18..........19
| WWWQ QQPP | BBBB BBBB | BEEE EEVL | LLLL LLFF | FFFF FFTT |

C: Command
I: Hitbox ID
R: Unknown-1
N: Bone Attachment
O: Unknown-2
D: Damage
S: Size
Z: Z-Offset
Y: Y-Offset
X: X-Offset
A: Angle
G: Knockback Growth
W: Weight Dependent Set Knockback
Q: Unknown-3
P: Hitbox Interaction
B: Base Knockback
E: Element
V: Unknown-4
L: Shield Damage
F: Sound FX
T: Hurtbox Interaction



Command

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
^^
Length: 6 bits within 1 byte
Range: 0-63
Bits Used:
......0

| CCCC CCII |

This is the hitbox command itself. Do not change this.


Hitbox ID

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
.^.^
Length: 3 bits within 2 bytes
Range: 0-7
Bits Used:
......0...........1

| CCCC CCII | IRRR RRNN |

The 1st 6 bits in the 1st byte are the hitbox command itself, so they will always be 0010 11--, contributing 0x2C to the byte. I don't know what bits 2-6 in the 2nd byte are, but I haven't seen them set. The last 2 are part of Bone Attachment.

Which means...

ID Values

0 2C 0x
1 2C 8x
2 2D 0x
3 2D 8x
etc...

x is almost always 0, 1, 2, or 3 depending on the bone attachment.


Bone Attachment

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
....^.^^
Length: 7 bits within 2 bytes
Range: 0-127
Bits Used:
......1...........2

| IRRR RRNN | NNNN NOOD |

This is the body part that the hitbox attaches to, like hand, foot, knee, head, etc. When attached it will move along with the body part. If you set the Bone to 0, it places it in a fixed position near the bottom of the character.


Damage

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
.......^ ^^
Length: 9 bits within 2 bytes
Range: 0-511
Bits Used:
......2...........3

| NNNN NOOD | DDDD DDDD |

Pretty straight forward. Unless you want it to do more than 255 damage, the damage will just be what's in the 2nd byte. Damages between 256-511 extend into the ones place of the 1st byte.


Size

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
............^^ ^^
Length: 16 bits within 2 bytes
Range: 0-65535
Bits Used:
......4...........5

| SSSS SSSS | SSSS SSSS |

The radius of the hitbox (it's actually a sphere).


Position Offsets

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
..................^^ ^^ ^^ ^^ ^^ ^^
Length: 16 bits within 2 bytes (x3)
Range: -32767 to +32767 (x3)
Bits Used:
......6...........7.............8...........9............10..........11

| ZZZZ ZZZZ | ZZZZ ZZZZ | | YYYY YYYY | YYYY YYYY | | XXXX XXXX | XXXX XXXX |

Z shifts the hitbox position along the Z-Axis (along the foreground and background), Y is Y-Axis (up and down), and X is X-Axis (left and right). The orientation of the shift may vary depending on the position of the bone the hitbox is attached to, so you'll most likely want to check it with the debug menu's hitbox display mode to make sure it's the direction you want.

0x0000-0x7FFF are positive shifts, while 0x8000-0xFFFF are negative and would shift in the opposite direction. 0x0001 and 0xFFFE are the smallest shift, while 0x7FFF and 0x8000 shift the most.


Angle

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
....................................^^.^
Length: 9 bits within 2 bytes
Range: 0-511
Bits Used:
.....12..........13

| AAAA AAAA | AGGG GGGG |

An easy way to figure it out without bit shifting (you'd shift it left once) is to take both digits from the 1st byte and the 1st digit from the 2nd byte, and divide it by 8. If the 3rd digit shown is between 0-7 it's 0, and 8-F it's 8. In the above hitbox example of the knee it's 0x100 (256 in decimal), and divided by 8 is 32°.

Angle = (3 digits)/8


To plug in an angle you want, multiply it by 8, then convert to hex. So if for example you want to plug in an 80° angle, that'd be 80*8 -> 640 -> 0x280. Put 0x28 in the 1st byte, then if the 1st digit in the 2nd byte is between 8 and F subtract 8 from the digit, and if between 0 and 7 leave it alone.

Examples:
AA A

B4 8: 45° .(361 angle = Melee's "Sakurai angle". Most up & away side launchers have this)
91 0: 290° (Typical Spike. Never meteor cancelable?)
87 0: 270° (Typical Meteor. Always meteor cancelable?)
46 0: 140° (Peach's D-Smash)
28 0: 80° .(Fox's U-Smash)
20 8: 65° .(Link's D-Air)
1E 0: 60° .(Doc's F-Air)
10 0: 32° .(CF's sweetspot Knee)
0C 8: 25° .(Sheik's F-Air)


Knockback Growth

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
.......................................^^.^
Length: 9 bits within 2 bytes
Range: 0-511
Bits Used:
.....13..........14

| AGGG GGGG | GGWW WWWW |

This is the part of knockback that increases with their total damage. The damage of the hitbox is used along with this, so if you increase/decrease the damage of the hitbox it will change the rate at which the knockback scales. For non-projectiles it's the normal damage of the hitbox that's used for KBG, which is why they don't have weakened growth when staled (like Brawl). Projectile KB does use the staled damage to modify the KBG like Brawl, which is why a staled projectile that hits for less damage but with higher total damage can have less knockback than when it hits for more damage at lower total damage. On non-projectiles only the total damage will matter for the KBG.

An easy way to figure it out without bit shifting (you'd shift it left twice) is to take both digits from the 1st byte and the 1st digit from the 2nd byte, and divide it by 4. If the 1st digit shown is between 8 and F subtract 8 since that's part of the angle. If the 3rd digit shown is between 0-3 it's 0, 4-7 it's 4, 8-B it's 8, and C-F it's C. In the above hitbox example of the knee it's 0x190 (400 in decimal), and divided by 4 is 100 KBG.

KBG = (3 digits)/4


Note: When weight dependent set knockback is in use, I think this acts as a percentage applied to it. If KBG is 100 and WDSK is 40 it acts like 40 BKB that is modified by the victim's weight multiplier. If KBG is 50 and WDSK is 40 it acts like 20 BKB, etc. It's almost always set to 100 KBG when using WDSK though.


Weight Dependent Set Knockback

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
..........................................^^.^
Length: 9 bits within 2 bytes
Range: 0-511
Bits Used:
.....14..........15

| GGWW WWWW | WWWQ QQPP |

When not set to 0, the KBG stat changes from being growth to a modifier on this (see above under KBG), and is a fixed knockback (same knockback at 0 dmg as 999 dmg) that is modified by weight. Fox's shine uses this, and the effect of weight makes the knockback be below the tumble threshold on heavier characters and above it on lighter ones making them fall over when hit.

An easy way to figure it out without bit shifting (you'd shift it left 3 times) is to take both digits from the 1st byte and the 1st digit from the 2nd byte, and divide it by 2. If the 1st digit shown is between 4-7 subtract 4, 8-B subtract 8, or C-F subtract C since that would be part of the KBG. If the 3rd digit shown is odd, subtract 1 from it (1 would become 0; 8 would stay 8; D would be C, etc). Fox's shine has 0x0A0 here (160 in decimal), and divided by 2 means his shine has 80 WDSK.

WDSK = (3 digits)/2


If the effect of KBG on this is indeed simply like a percentage it'd be...

WDSK = (KBG/100)*(3 digits/2)



Hitbox Interaction

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
..............................................^
Length: 2 bits within 1 byte
Range: 0-3
Bits Used:
.....15

| WWWQ QQPP |

This parameter changes what hitboxes the hitbox is able to hit.

0 .Does not hit any hitboxes?

1 .Possibly able to hit something that 0 can't?
2 .?
3 .Able to hit any hitboxes while on the ground, and projectiles on ground or in air

Marth's neutral-B has 0 while his side-B has 1 (except for 3-Down which has 3), but I don't know of any differences regarding what they can hit.


Base Knockback

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
................................................^^.^
Length: 9 bits within 2 bytes
Range: 0-511
Bits Used:
.....16..........17

| BBBB BBBB | BEEE EEVL |

Base knockback is the amount of knockback added that doesn't increase with total damage. It is also unaffected by the weight of the character being hit, so this part of the total knockback would always be the same, regardless of whether it's hitting Bowser or Pichu. A good example would be Peach's f-air and n-air. F-air has a lot more BKB but much less KBG than n-air, so at very low damage f-air has more total KB but when you hit them around 85%+ the n-air has more total KB.

An easy way to figure it out without bit shifting (you'd shift it left once) is to take both digits from the 1st byte and the 1st digit from the 2nd byte, and divide it by 8. If the 3rd digit shown is between 0-7 it's 0, and 8-F it's 8. In the above hitbox example of the knee it's 0x0C0 (192 in decimal), and divided by 8 is 24 BKB.

BKB = (3 digits)/8


80 BKB and above is enough knockback to cause tumble/knockdown without any knockback from KBG.


Element

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
....................... ...........................^^
Length: 5 bits within 1 byte
Range: 0-31
Bits Used:
.....17

| BEEE EEVL |

The element is the special effect on hit. Slash, Coin and Darkness are only cosmetic afaik and have no additional gameplay effect on the opponent. When a slash hitbox clanks with another slash hitbox it makes a sword clang sound effect (random: One of Peach's hitboxes on her shoe during f-tilt is slash element for some reason. Try jabbing it with Marth =P). Fire unfreezes someone who's frozen. Electric hits have 1.5x hitlag on hit for the defender, which makes them easier to DI, but it also gives the attacker slightly more frames of advantage since they start moving while the defender is still stopped in hitlag. It also slightly reduces the frame advantage of someone CCing for the same reason (crouching halves hitlag, but half of 1.5 is 0.75). Ice freezes them randomly (chance increases with higher knockback), Sleep puts them to sleep, Flower/Poison puts a flower on their head and they take damage over time, Grounded sticks them into the floor, Disabled/Stunned is like Mewtwo's disable or a shield break, Cape turns them around, and Screw Attack makes them go into the screw attack animation (like when you throw it at them).

If the 1st digit shown of the byte is between 8 and F subtract 8 to get the element value since that 0x80 in the byte is part of BKB. Example: 0x92 would instead be 0x12. 0x12 would still be 0x12.

These are the elements you'd plug into the byte (already bit shifted left x2):
00 .Normal

04 .Fire
08 .Electric
0C .Slash
10 .Coin
14 .Ice
18 .Sleep
1C .Sleep
20 .Grounded
24 .Grounded
28 .Cape
2C .Empty (Gray hitbox that doesn't hit)
30 .Disabled
34 .Darkness
38 .Screw Attack
3C .Poison/Flower
40 .Nothing (no graphic on hit)


Shield Damage

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
......................... ..........................^ ^^
Length: 7 bits within 2 bytes
Range: 0-127
Bits Used:
.....17..........18

| BEEE EEVL | LLLL LLFF |

Shield damage is how much additional damage it does to shields. It adds onto the normal hitbox damage, so if a 16 dmg hitbox has 8 shield dmg on it, it does as much damage to shields as 24 dmg hitboxes do.

An easy way to figure it out without bit shifting (you'd shift it right twice) is to take both digits and divide it by 4. If the 2nd digit shown is odd subtract 1 (0x55 would be 0x54, while 0x56 would stay 0x56). Jigglypuff's pound has 0x51 here which would be 0x50 (80 in decimal), and divided by 4 is 20 shield damage. Since Pound does 13 dmg, it damages a shield as much as a 33 dmg hit would.

Shield Damage = (2 digits)/4


Z shield has 68 health, and hard shield has 83.


Sound Effects

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
.......................... ............................^.^^
Length: 8 bits within 2 bytes
Range: 0-255
Bits Used:
.....18..........19

| LLLL LLFF | FFFF FFTT |

This is the sound played when it hits someone. Smack, thud, boom, slash, ping, etc.

An easy way to figure it out without bit shifting (you'd shift it right twice) is to take the 1 from the 2nd digit in the 1st byte if it's odd (if even it's 0) and both digits from the 2nd byte, and divide it by 4. If the 2nd digit shown in the 2nd byte is between 0-3 it's 0, 4-7 it's 4, 8-B it's 8, and C-F it's C (to remove the bits for the Hurtbox Interaction contributing to the byte). In the above hitbox example of the knee it shows 0x10B which is really 0x108 (264 in decimal), and divided by 4 is 66.

SFX = (3 digits)/4



Hurtbox Interaction

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19
.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
.............................. ...........................^
Length: 2 bits within 1 byte
Range: 0-3
Bits Used:
.....19

| FFFF FFTT |

This parameter changes what hurtboxes the hitbox is able to hit.

0 .Can't hit anything

1 .Can hit hurtboxes of someone/something that's in the Air only
2 .Can hit hurtboxes of someone/something that's on the Ground only
3 .Can hit hurtboxes of someone/something that's in the Air or Ground

The rightmost bit of the SFX is in the 4ths place, so if the 2nd digit of the byte is 0/4/8/C then this parameter is 0 (none?), 1/5/9/D is 1 (air only), 2/6/A/E is 2 (ground only), and 3/7/B/F is 3 (air & ground).





Here's some hitbox data I collected to compare and figure out stuff.

.0 .1 .2 .3 .4 .5 .6 .7 .8 .9 10 11 12 13 14 15 16 17 18 19

.C .. .N .. .. .. .. .. .. .. .. .. .. A. G. WQ .. BE .L .F
CI IN ND DD SS SS ZZ ZZ YY YY XX XX AA GG WW QP BB EL LF FT
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B


----------------
Captain Falcon
----------------
**F-Air**
2C 00 38 12 05 14 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
2C 80 20 12 03 84 04 4C 00 00 00 00 10 19 00 13 0C 08 01 0B
2C 00 38 06 05 14 04 4C 00 00 00 00 B4 94 00 13 11 80 00 0B
2C 80 20 06 03 84 04 4C 00 00 00 00 B4 94 00 13 11 80 00 0B

**Jab 1**
2C 00 00 02 03 84 00 00 0B 22 0A F0 28 19 02 93 00 00 00 07
2C 80 00 02 03 84 00 00 0C 80 05 78 28 19 02 93 00 00 00 07
2D 00 00 02 02 58 00 00 0B 22 01 F4 28 19 02 93 00 00 00 07

**Jab 2**
2C 00 00 03 03 84 00 00 0B 86 0F A0 28 19 02 93 00 00 00 07
2C 80 00 03 03 84 00 00 0B 86 09 C4 28 19 02 93 00 00 00 07
2D 00 00 03 02 BC 00 00 0B 86 03 E8 28 19 02 93 00 00 00 07

**Jab 3**
2C 00 68 08 05 14 04 4C 00 00 00 00 B4 99 00 13 0A 00 01 0B
2C 80 20 08 03 84 04 4C 00 00 00 00 B4 99 00 13 0A 00 01 0B


-------
Falco
-------
**D-Air**
2C 00 38 0C 05 28 FE AC 01 7F 00 00 91 19 00 13 05 00 01 0B
2C 80 38 0C 05 FD 00 FF 00 FF 00 00 91 19 00 13 05 00 01 0B
2C 00 38 09 05 28 FE AC 01 7F 00 00 91 19 00 13 0A 00 00 8B
2C 80 38 09 05 FD 00 FF 00 FF 00 00 91 19 00 13 0A 00 00 8B

**Down-B**
2C 00 18 08 06 00 00 00 00 00 00 00 2A 0C 80 12 37 08 01 23


-----
Fox
-----
**Up-B**
2C 01 48 0E 04 00 00 00 00 00 00 00 28 0F 00 13 1E 04 15 23

**U-Smash**
2C 00 68 12 03 54 00 00 00 00 00 00 28 1C 00 13 0F 00 01 0B
2C 80 68 12 04 A8 02 54 00 00 00 00 28 1C 00 13 0F 00 01 0B

**D-Smash**
2C 00 68 0F 04 B0 03 34 00 00 00 00 0C 90 40 13 0A 00 01 0B
2C 80 38 0F 04 B0 03 34 00 00 00 00 0C 90 40 13 0A 00 01 0B
2D 00 68 0C 03 84 00 00 00 00 00 00 B4 90 40 13 0A 00 01 0B
2D 80 38 0C 03 84 00 00 00 00 00 00 B4 90 40 13 0A 00 01 0B

**Down-B**
2C 00 18 05 08 00 00 00 00 00 00 00 00 19 0A 12 00 08 01 23


-----------
Ganondorf
-----------
**N-Air**
2C 00 68 0C 03 84 05 DC 00 00 00 00 1B 99 00 13 0F 00 00 8B
2C 80 60 0C 04 B0 03 20 00 00 00 00 1E 19 00 13 0F 00 00 8B
2D 00 20 0C 05 14 00 00 00 00 00 00 20 99 00 13 0F 00 00 8B
2C 00 38 0C 03 84 03 E8 00 00 00 00 B4 99 00 13 19 00 00 8B
2C 80 30 0C 04 B0 02 BC 00 00 00 00 B4 99 00 13 19 00 00 8B
2D 00 20 0C 05 14 00 00 00 00 00 00 B4 99 00 13 19 00 00 8B

**F-Air**
.(NTSC)

2C 02 10 11 03 20 FF 38 00 00 00 00 B4 94 00 13 1E 00 01 23
2C 82 10 11 03 E8 01 F4 00 00 00 00 B4 94 00 13 1E 00 01 23
2D 02 18 11 05 14 04 B0 00 00 00 00 B4 94 00 13 1E 00 01 23
.(PAL)

2C 02 10 11 02 BC FF 38 00 00 00 00 B4 94 00 13 14 00 01 23
2C 82 10 11 03 84 01 F4 00 00 00 00 B4 94 00 13 14 00 01 23
2D 02 18 11 04 4C 04 B0 00 00 00 00 B4 94 00 13 14 00 01 23

**B-Air**
2C 00 B8 10 05 78 04 B0 00 00 00 00 B4 99 00 13 0F 00 01 07
2C 80 B0 10 04 B0 03 20 00 00 00 00 B4 99 00 13 05 00 01 07
2D 00 B0 10 03 E8 FF 38 00 00 00 00 B4 99 00 13 05 00 01 07

**D-Air**
.(NTSC)

2C 00 68 16 06 A4 05 78 01 90 00 00 87 19 00 11 19 08 01 23
2C 80 60 16 05 DC 04 4C 01 90 00 00 87 19 00 11 19 08 01 23
2D 00 20 16 05 78 00 00 01 90 00 00 87 19 00 11 19 08 01 23
.(PAL)

2C 00 68 15 06 A4 05 78 01 90 00 00 87 19 00 11 14 08 01 23
2C 80 60 15 05 DC 04 4C 01 90 00 00 87 19 00 11 14 08 01 23
2D 00 20 15 05 78 00 00 01 90 00 00 87 19 00 11 14 08 01 23

**U-Air**
2C 00 30 0D 03 E8 03 20 00 00 00 00 B4 99 00 13 11 80 01 0B
2C 80 38 0C 04 B0 05 DC 00 00 00 00 B4 99 00 13 11 80 01 0B
2C 00 30 0C 03 E8 03 20 00 00 00 00 0F 14 00 13 0F 00 00 8B
2C 80 38 0A 04 B0 05 DC 00 00 00 00 0F 14 00 13 0F 00 00 8B
2C 00 30 08 03 E8 03 20 00 00 00 00 00 11 80 13 0A 00 00 8B
2C 80 38 06 04 B0 05 DC 00 00 00 00 00 11 80 13 0A 00 00 8B

**U-Tilt**
2C 00 68 1B 07 08 00 00 03 20 03 E8 B4 94 00 13 37 04 01 23
2C 80 68 1B 07 08 00 00 00 00 00 00 B4 94 00 13 37 04 01 23
2D 00 60 1B 03 E8 00 00 00 00 00 00 B4 94 00 13 37 04 01 23

**Neutral-B**
2C 02 28 1E 02 58 00 00 00 00 00 00 B4 99 00 13 0F 34 01 0B
2C 82 10 20 03 E8 02 58 00 00 00 00 B4 99 00 13 0F 34 01 0B
2D 02 10 22 03 84 FD A8 00 00 00 00 B4 99 00 13 0F 34 01 0B

**F-Smash**
.(Up)

2C 00 B0 18 03 84 00 00 00 00 00 00 28 15 40 13 14 34 01 23
2C 80 B8 18 03 84 00 00 00 00 00 00 28 15 40 13 14 34 01 23
.(Neutral)

2C 00 B0 16 03 84 00 00 00 00 00 00 23 14 C0 13 14 34 01 23
2C 80 B8 16 03 84 00 00 00 00 00 00 23 14 C0 13 14 34 01 23
.(Down)

2C 00 B0 14 03 84 00 00 00 00 00 00 1E 14 00 13 14 34 01 23
2C 80 B8 14 03 84 00 00 00 00 00 00 1E 14 00 13 14 34 01 23

**U-Smash**
2C 00 68 16 05 DC 05 DC 00 00 00 00 2D 14 00 13 19 00 01 0B
2C 80 60 16 03 E8 03 20 00 00 00 00 28 14 00 13 19 00 01 0B
2D 00 20 16 04 B0 00 00 FC 18 00 00 B4 94 00 13 19 00 01 0B
2C 00 38 13 05 DC 05 DC 00 00 00 00 2D 14 00 13 14 00 01 23
2C 80 30 13 03 E8 03 20 00 00 00 00 28 14 00 13 14 00 01 23
2D 00 20 13 03 E8 00 00 FC 18 00 00 B4 94 00 13 14 00 01 23

**Down-B**
.(Ground)

2C 00 68 0F 03 E8 00 00 00 00 00 00 B4 95 40 13 1E 34 29 0B
2C 80 60 0F 02 BC 00 00 00 00 00 00 B4 95 40 13 1E 34 29 0B
2D 00 68 0F 04 B0 07 D0 00 00 00 00 B4 95 40 13 1E 34 29 0B
.(Air)

2C 00 38 0E 03 E8 00 00 00 00 00 00 91 14 00 13 19 34 29 0B
2C 80 30 0E 02 BC 00 00 00 00 00 00 91 14 00 13 19 34 29 0B
2C 00 00 0C 03 E8 00 00 03 20 08 98 28 05 00 10 1E 00 01 0A
2C 80 00 0C 03 E8 00 00 03 20 F7 68 28 05 00 10 1E 00 01 0A

**Side-B**
.(Ground)

2C 00 C8 11 07 80 00 00 00 00 00 00 34 91 40 12 1E 34 09 23
.(Air)

2C 00 C8 10 07 80 00 00 00 0A 00 00 23 10 40 12 19 34 09 23


------------
Jigglypuff
------------
**Down-B**
2C 00 28 1C 01 F4 00 00 00 00 00 00 B4 9E 00 10 27 04 01 17

**Side-B**
2C 00 00 0D 03 84 00 00 05 14 03 E8 2D 12 C0 13 1A 00 51 1B
2C 80 F0 0D 03 84 01 F4 00 00 00 00 3C 12 C0 13 1A 00 51 1B


-------
Marth
-------
**D-Air**
2D 02 38 09 03 84 00 00 00 00 00 00 B4 91 80 13 0F 0C 01 0F
2D 80 C8 09 03 84 00 00 00 00 00 00 B4 91 80 13 0A 0C 01 0F
2C 02 60 0D 03 84 03 84 00 00 00 00 91 11 80 13 14 0C 01 23

**Neutral-B**
2C 02 60 1C 04 4C 00 00 00 00 00 00 B4 99 00 10 0F 0C F1 23
2C 82 38 1C 02 BC 00 00 00 00 00 00 B4 99 00 10 0F 0C F1 23
2D 00 C8 1C 03 0C 00 00 00 00 00 00 B4 99 00 10 11 0C F1 23
2D 82 60 1C 03 E8 05 AA 00 00 00 00 B4 99 00 10 14 0C F1 23

**Side-B**
.1(Neutral)

2C 02 60 04 03 E8 00 C8 00 00 00 00 2A 86 40 11 1B 8C 00 0F
2C 82 60 04 03 20 05 DC 00 00 00 00 30 06 40 11 1B 8C 00 0F
2D 02 38 04 03 20 00 00 00 00 00 00 28 06 40 11 1B 8C 00 0F
2D 80 C8 04 02 58 00 00 00 00 00 00 26 06 40 11 1B 8C 00 0F
.2(Neutral)

2C 02 60 05 03 E8 00 C8 00 00 00 00 34 99 00 11 08 0C 04 8F
2C 82 60 05 03 20 05 DC 00 00 00 00 28 19 00 11 08 0C 04 8F
2D 02 38 05 03 20 00 00 00 00 00 00 23 19 00 11 08 0C 04 8F
2D 80 C8 05 02 58 00 00 00 00 00 00 19 19 00 11 08 0C 04 8F
.2(Up)

2C 02 60 05 03 E8 00 C8 00 00 00 00 2D 0A 00 11 0F 0C 00 0F
2C 82 60 05 03 20 05 DC 00 00 00 00 2D 0A 00 11 1E 0C 00 8F
2D 02 38 05 03 20 00 00 00 00 00 00 2A 8A 00 11 23 0C 00 8F
2D 80 C8 05 02 58 00 00 00 00 00 00 27 8A 00 11 2A 8C 00 8F
.3(Neutral)

2C 02 60 0A 03 E8 00 C8 00 00 00 00 B4 A8 00 11 00 0C 05 0F
2C 82 60 0A 03 20 05 DC 00 00 00 00 B4 A8 00 11 00 0C 05 0F
2D 02 38 0A 03 20 00 00 00 00 00 00 B4 A8 00 11 00 0C 05 0F
2D 80 C8 0A 02 58 00 00 00 00 00 00 B4 A8 00 11 00 0C 05 0F
.3(Up)

2C 02 60 06 03 E8 00 C8 00 00 00 00 28 0F 00 11 1E 0C 05 0F
2C 82 60 06 03 20 05 DC 00 00 00 00 28 0F 00 11 1E 0C 05 0F
2D 02 38 06 03 20 00 00 00 00 00 00 28 0F 00 11 1E 0C 05 0F
2D 80 C8 06 02 58 00 00 00 00 00 00 28 0F 00 11 1E 0C 05 0F
.3(Down)

2C 02 60 0C 03 E8 00 C8 00 00 00 00 87 19 00 13 19 0C 05 0B
2C 82 60 0C 03 20 05 DC 00 00 00 00 87 19 00 13 19 0C 05 0B
2D 02 38 0C 03 20 00 00 00 00 00 00 87 19 00 13 19 0C 05 0B
2D 80 C8 0C 02 58 00 00 00 00 00 00 87 19 00 13 19 0C 05 0B
.4(Neutral)

2C 02 60 0E 03 E8 00 C8 00 00 00 00 B4 9E 00 11 07 8C 09 23
2C 82 60 0E 03 20 05 DC 00 00 00 00 B4 9E 00 11 07 8C 09 23
2D 02 38 0E 03 20 00 00 00 00 00 00 B4 9E 00 11 07 8C 09 23
2D 80 C8 0E 02 58 00 00 00 00 00 00 B4 9E 00 11 07 8C 09 23
.4(Up)

2C 02 60 0A 03 E8 00 C8 00 00 00 00 28 20 80 11 14 0C 05 23
2C 82 60 0A 03 20 05 DC 00 00 00 00 28 20 80 11 14 0C 05 23
2D 02 38 0A 03 20 00 00 00 00 00 00 28 20 80 11 14 0C 04 23
2D 80 C8 0A 02 58 00 00 00 00 00 00 28 20 80 11 14 0C 04 23
.4(Down)

2C 02 60 03 03 E8 00 C8 00 00 00 00 28 0A 00 11 01 0C 04 8F
2C 82 60 03 03 20 05 DC 00 00 00 00 28 0A 00 11 01 0C 04 8F
2D 02 38 03 03 20 00 00 00 00 00 00 28 0A 00 11 01 0C 00 8F
2D 80 C8 03 02 58 00 00 00 00 00 00 28 0A 00 11 01 0C 00 8F
2C 02 60 05 04 B0 00 C8 00 00 00 00 B4 A0 80 11 0A 0C 05 23
2C 82 60 05 03 E8 05 DC 00 00 00 00 B4 A0 80 11 0A 0C 05 23
2D 02 38 05 03 20 00 00 00 00 00 00 B4 A0 80 11 0A 0C 01 23
2D 80 C8 05 02 58 00 00 00 00 00 00 B4 A0 80 11 0A 0C 01 23


-------
Peach
-------
**F-Smash**
.(Club)

2C 03 68 0D 02 BC 00 00 03 84 00 00 16 8C 80 13 19 00 00 B3
2C 83 68 0D 02 BC 00 00 FF 9C 00 00 16 8C 80 13 19 00 00 B3
2D 02 B0 0D 02 BC 00 00 00 00 00 00 B4 8C 80 13 19 00 00 B3
2D 83 68 11 03 84 00 00 07 08 00 00 16 8C 80 13 23 00 00 B3
.(Pan)

2C 03 68 11 03 84 00 00 03 E8 00 00 28 0F 00 13 19 00 00 33
2C 83 68 0F 02 BC 00 00 00 00 00 00 28 0F 00 13 19 00 00 33
2D 02 B0 0F 02 BC 00 00 00 00 00 00 B4 8F 00 13 19 00 00 33
.(Racket)

2C 03 68 0C 04 7E 00 00 04 1A 00 00 0E 88 C0 13 25 80 01 33
2C 83 68 0C 03 20 00 00 00 00 00 00 0E 88 C0 13 20 80 01 33
2D 02 B0 0C 02 BC 00 00 00 00 00 00 0E 88 C0 13 20 80 01 33

**U-Smash**
2C 83 08 13 03 84 00 00 00 00 00 00 2D 19 00 13 14 00 11 0B
2C 03 20 0F 04 B0 00 00 00 00 00 00 2D 19 00 13 14 00 11 07
2D 00 00 08 02 58 00 00 07 D0 05 14 25 99 00 11 0F 00 10 87
2D 80 00 08 02 58 00 00 07 D0 FA EC 25 99 00 11 0F 00 10 87

**D-Smash**
2C 00 00 0E 03 84 00 00 01 90 07 D0 46 14 00 13 14 00 01 0B
2C 80 00 0E 03 84 00 00 01 90 F8 30 46 14 00 13 14 00 01 0B
2D 00 00 0C 03 84 00 00 01 F4 03 20 46 14 00 13 11 80 01 0B
2D 80 00 0C 03 84 00 00 01 F4 FC E0 46 14 00 13 11 80 01 0B

**N-Air**
2C 03 20 0E 02 58 00 00 00 00 00 00 B4 99 00 13 0A 00 01 0B
2C 82 50 0E 02 58 00 00 00 00 00 00 B4 99 00 13 0A 00 01 0B
2D 00 20 0E 03 84 00 00 00 00 00 00 B4 99 00 13 0A 00 01 0B
2C 03 20 0A 02 58 00 00 00 00 00 00 B4 99 00 13 00 00 01 0B
2C 82 50 0A 02 58 00 00 00 00 00 00 B4 99 00 13 00 00 01 0B
2D 00 20 09 03 84 00 00 00 00 00 00 B4 99 00 13 00 00 00 8B

**F-Air**
2C 02 50 0F 03 E8 00 00 00 00 00 00 B4 91 80 13 1E 00 01 07
2C 82 38 0F 03 20 00 00 00 00 00 00 B4 91 80 13 1E 00 01 07

**B-Air**
2C 00 20 0E 05 14 00 00 00 00 00 00 B4 99 00 13 00 00 01 0B
2C 00 20 0A 05 14 00 00 00 00 00 00 B4 96 80 13 05 00 01 0B

**U-Air**
2C 00 48 0E 04 29 00 00 00 00 00 00 28 1E 00 13 00 00 01 0B
2C 80 38 0C 03 A9 00 00 00 00 00 00 28 1E 00 13 00 00 01 0B
2D 00 20 0B 02 58 00 00 00 00 00 00 B4 9E 00 13 00 00 01 0B

**D-Air**
2C 00 78 03 05 14 00 00 00 00 00 00 2D 0C 80 13 08 00 00 87
2C 80 68 03 04 B0 00 00 00 00 00 00 2D 0C 80 13 06 00 00 87
2C 00 48 03 05 14 00 00 00 00 00 00 2D 0C 80 13 08 00 00 87
2C 80 38 03 04 B0 00 00 00 00 00 00 2D 0C 80 13 06 00 00 87


-------
Samus
-------
**U-Tilt**
2C 00 70 0D 05 14 FF 56 00 00 00 00 87 19 00 13 14 00 01 0A
2C 80 70 0D 05 14 06 40 00 00 00 00 87 19 00 13 14 00 01 0A
2D 00 70 0C 05 14 FF 56 00 00 00 00 B4 99 00 13 14 00 01 09
2D 80 70 0C 05 14 06 40 00 00 00 00 B4 99 00 13 14 00 01 09


-------
Zelda
-------
**D-Air**
2C 00 38 08 04 B0 00 00 00 00 00 00 89 99 00 13 02 80 00 87
2C 80 50 07 04 B0 00 00 00 00 00 00 89 94 00 13 00 00 00 87

I think it would be plausible to be able to figure out the first 3 bytes of what it is using some creative thinking. btw, I believe peach's bair would have the same bone as her side-b, and I think it only has one hitbox. Good luck!
Edit: Achilles beat me to it :p
 
Last edited:

Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
Awesome, that (of course) was the one.
Was there another way besides searching for every 2C hex with 10 hex of damage XD, because I really didn't want to do that...and I didn't know what hexes were in between either @__@


I'd try perhaps referring to magus's notes on hitboxes.
I think it would be plausible to be able to figure out the first 3 bytes of what it is using some creative thinking. btw, I believe peach's bair would have the same bone as her side-b, and I think it only has one hitbox. Good luck!
Edit: Achilles beat me to it :p
I read up on the "new melee syntax" and magus' guide to help me originally but it didn't really cover finding this seemingly out of place damage offset.

my reply above to achilles basically said what I was doing for a bit until I gave up and decided to ask the forum to save time.

Thanks though, Tatatat...I decided on rebalancing the game 'miself'
 
Last edited:

Achilles1515

Smash Master
Joined
Jun 18, 2007
Messages
3,211
Location
Cincinnati / Columbus OH
Awesome, that (of course) was the one.
Was there another way besides searching for every 2C hex with 10 hex of damage XD, because I really didn't want to do that...and I didn't know what hexes were in between either @__@




I read up on the "new melee syntax" and magus' guide to help me originally but it didn't really cover finding this seemingly out of place damage offset.

my reply above to achilles basically said what I was doing for a bit until I gave up and decided to ask the forum to save time.

Thanks though, Tatatat...I decided on rebalancing the game 'miself'
http://smashboards.com/threads/craz...-editing-program.389500/page-12#post-19735225

Debug Dolphin.
 
Last edited:

Absolome

Smash Cadet
Joined
Jan 3, 2014
Messages
68
Location
Asheville, NC
is there a way yet to make a character not enter special fall when they normally would?

I am trying to make it so that a few characters don't go into special fall after their Up-Bs
 

Absolome

Smash Cadet
Joined
Jan 3, 2014
Messages
68
Location
Asheville, NC
Oh also I wanted to edit Ness's PK thunder projectile hitbox (the actual hit of the thunder ball, the one that sends upwards), and I saw that achilles posted the offset for that hitbox but it was right after the projectile editor update was pushed. Is there a way to edit that the hard way, or should I just wait till the client gets an update to include easy edits for those projectiles?
 

TragicGameplay

Smash Cadet
Joined
Sep 26, 2015
Messages
30
I need help with this it may be a completely dumb mistake on my part but i cant get it to run all i have are folders any help would be nice.
 

Ampers

Smash Journeyman
Joined
Feb 2, 2015
Messages
237
Location
St. Louis, MO
Absolome Absolome ,

I know it is possible to make characters not enter special free fall after moves, but I don't remember exactly how it is done. If i'm not mistaken it currently requires ASM modding to achieve. I do know that if you set the "number of jumps" in the attributes panel to anything higher than it is set to, in addition to giving you infinite jumps it will also make it so any time you would enter special free fall normally, you enter regular fall. This probably isn't what you're hoping for though, because it eliminates special free fall for everything (including air dodge) and also gives infinite jumps.

As for Ness' projectile, I haven't heard from good ol' Tater Tater in a while so I don't know when he plans to release the next version of Crazy Hand. If it isn't soon, I could release a hot fix for you that adds that projectile to the editor.


T TragicGameplay ,

Do you mean you cannot get Crazy Hand to run? If this is the case, you want to double click on the .JAR file to start the program. from that point, it will prompt you to select an .ISO file for melee (You need to provide this, it isn't included with Crazy Hand)
If you have a program like WinRAR installed on your computer, double clicking the iso may try to open it as an archived document. If that's the case, you can right click it, go to "open with", and select Java. Hope this helps!
 

TragicGameplay

Smash Cadet
Joined
Sep 26, 2015
Messages
30
Absolome Absolome ,

I know it is possible to make characters not enter special free fall after moves, but I don't remember exactly how it is done. If i'm not mistaken it currently requires ASM modding to achieve. I do know that if you set the "number of jumps" in the attributes panel to anything higher than it is set to, in addition to giving you infinite jumps it will also make it so any time you would enter special free fall normally, you enter regular fall. This probably isn't what you're hoping for though, because it eliminates special free fall for everything (including air dodge) and also gives infinite jumps.

As for Ness' projectile, I haven't heard from good ol' Tater Tater in a while so I don't know when he plans to release the next version of Crazy Hand. If it isn't soon, I could release a hot fix for you that adds that projectile to the editor.


T TragicGameplay ,

Do you mean you cannot get Crazy Hand to run? If this is the case, you want to double click on the .JAR file to start the program. from that point, it will prompt you to select an .ISO file for melee (You need to provide this, it isn't included with Crazy Hand)
If you have a program like WinRAR installed on your computer, double clicking the iso may try to open it as an archived document. If that's the case, you can right click it, go to "open with", and select Java. Hope this helps!
The problem is that i dont have the jar i only have folders is there something i am supposed to do to make it a jar? all i did when i got the winrar file i took out the folders i have the iso and everything else but for me their is no jar to start the program
edit looking back in the folder i found a file called Crazy Hand v1.22.jar but it is in a winrar file and not a jar startable icon
 
Last edited:

Ampers

Smash Journeyman
Joined
Feb 2, 2015
Messages
237
Location
St. Louis, MO
T TragicGameplay ,

Try what I said earlier:
"If you have a program like WinRAR installed on your computer, double clicking the iso may try to open it as an archived document. If that's the case, you can right click it, go to "open with", and select Java."
Let me know if this still doesn't work.
 

TragicGameplay

Smash Cadet
Joined
Sep 26, 2015
Messages
30
T TragicGameplay ,

Try what I said earlier:
"If you have a program like WinRAR installed on your computer, double clicking the iso may try to open it as an archived document. If that's the case, you can right click it, go to "open with", and select Java."
Let me know if this still doesn't work.
alright got it thanks man sorry for being dumb and wasting your time
 

pmilkosky

Smash Cadet
Joined
Sep 24, 2015
Messages
32
What is the name for taunts in animation swapping? ie. Neutral Air is called AttackAirN
 

SinsOfApathy

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Joined
Feb 24, 2015
Messages
474
NNID
Psion312
What is the name for taunts in animation swapping? ie. Neutral Air is called AttackAirN
If I remember right, it's AppealS.

Probably be easier if you open a match with the in-game debug menu and action states showing.
 

Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
What is the name for taunts in animation swapping? ie. Neutral Air is called AttackAirN
Get a copy of melee with debug mode (20xx or SD Remix) or get DRGN's dol mod software, put ur current melee iso in it and enable "debug menu replaces tournament mode", save and play

Make sure in the debug menu it says Debug Develop instead of Debug Master

Enter a match

I know for sd remix the command to check what move each character is doing at each moment is "Y + Dpad Up"...or is it down >__>'|l whatever.

Pause to freeze all motion and press z to frame advance
 

TragicGameplay

Smash Cadet
Joined
Sep 26, 2015
Messages
30
I wanted to know is their a way to give a character a set number of jumps because all i have been able to do is 1 or infinite.
 

Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
Alright, I have a pretty good question:

Falco's laser has 4 hitboxes, but the projectile editing in crazy hands only modifies the leading first hitbox. I tried to find the remaining 3 in with hex editing but didn't have much luck. Anyone know how to modify the other three hitboxes?
 

SinsOfApathy

Smash Journeyman
Joined
Feb 24, 2015
Messages
474
NNID
Psion312
Alright, I have a pretty good question:

Falco's laser has 4 hitboxes, but the projectile editing in crazy hands only modifies the leading first hitbox. I tried to find the remaining 3 in with hex editing but didn't have much luck. Anyone know how to modify the other three hitboxes?
For Fox and Falco, I think it's the 15x action states that govern the bullet. I was debugging some action state stuff the other day, and I know grounded laser is something like 127 -> 128 -> 157 -> 129. Just breakpoint 800693ac and you should be able to see the new action state in one of the registers. (r4?)

Otherwise, go to 80BDA4A0, grab the player pointer for Fox/Falco, and set a memory breakpoint at CharPointer + 0x70.
 
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tatatat0

Smash Journeyman
Joined
Jan 28, 2015
Messages
412
So I came across a really strange glitch while trying to add a hitbox to DK's taunt which entails this:

I've got a low quality vid of it here:
I kinda recorded it with a keyframe every 100 frames so slow it down if its not making sense.
Any idea why this is occurring and/or how to fix it??
 
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Aerros11

Smash Journeyman
Joined
Sep 5, 2009
Messages
284
SinsOfApathy SinsOfApathy I watched all of Dan's (internetexplorer's) vids and have had trouble attempting code stuff with dolphin since so I probably won't look into it but thanks for the tips. I wish I could put them to use.

tatatat0 tatatat0 what did you replace to add a hitbox?
 

Tater

Smash Journeyman
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Apr 10, 2014
Messages
201
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Socal
NNID
Taternater
3DS FC
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a goto script
Pretty sure that's a clue as to why this is happening; goto/subroutine scripts don't work with all moves, which means that when goto/subroutine scripts ARE called in a subaction, either the animations of the subactions or the logic for those subactions treats goto/subroutine scripts in a manner different from normal subaction logic.

My guess is that whatever logic is used for DK's taunts either overrides how hitboxes are handled or simply doesn't have anything to handle hitboxes.

Also while I'm here, I'm going to go ahead and release the unpublished work I've done on Crazy Hand. I've taken a break from it and don't plan to work on it regularly, but I do think I should push out what I have for everyone to use.

This does come with a disclaimer, though: There will be unfinished features that while useful, if not used cautiously, may break moves/cause undesired overwrites. In most instances of breaking moves, you can fix them with a hex editor and Melee Toolkit to re-insert the fixed data into your iso. It's not so much dangerous as just a hassle.

The unfinished features will be in a separately released version, so you can have the choice of having them around or not.

I'll be posting them in about 20 minutes(Compiling and stuff)
 
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god_cyndaquil

Smash Rookie
Joined
Aug 18, 2015
Messages
16
Does anyone know what to do when I save the dat file to melee, select the character and the game doesn't load past the point where the stage
 
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