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Dantarion's Thinking Thread.

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Every character has a section I like to call the "Special Offset Section". There are a different number of items in each characters section, but most of them point to the same information in each one. Heres the ones ive figured out so far.
Code:
        private const int SUBACTION_FLAG_START = 0;
        private const int SUBACTION_FLAG_STOP = 1;
        private const int ATTRIBUTE_START = 2;
        private const int SSE_ATTRIBUTE_START = 3;
        private const int ATTRIBUTE2_START = 5;
        private const int ACTION_OFFSETS_START = 9;
        private const int HIDDEN_ACTION_START = 10;
        private const int HIDDEN_ACTION_END = 11;
        private const int SUBACTION_MAIN_OFFSETS_START = 12;
        private const int SUBACTION_GFX_OFFSETS_START = 13;
        private const int SUBACTION_SFX_OFFSETS_START = 14;
        private const int SUBACTION_OTHER_OFFSETS_START = 15;
However, there are some that are almost identical for all characters except a few. For example, lets look at...
SpecialOffsets[30]
Code:
Fitdiddy - 27
            Fitkirby - 19C
          Fitlucario - 23
            Fitlucas - 27
             Fitness - 2A
            Fitpeach - 57
             Fitpopo - 1E
            Fitsonic - 34
            Fityoshi - 26
Everyone else has 0xFFFFFFFF, hex for -1

Another interesting one.
SpecialOffsets[28]
Code:
 Fitgkoopa - 2
         Fitwarioman - 2
Everyone else has 0 here
Code:
 Fitgkoopa - 3
         Fitwarioman - 3
Every other character has 1 here.

And another...
SpecialOffsets[29]
Code:
 Fitdedede - 35F
           Fitgkoopa - 35F
            Fitkirby - 35F
            Fitkoopa - 35F            
   Fitpokefushigisou - 35F
     Fitpokelizardon - 35F
     Fitpokezenigame - 35F            
            Fitsnake - 35F
        Fitszerosuit - 35F        
         Fitzakoball - 35F
          Fitzakoboy - 35F
        Fitzakochild - 35F
         Fitzakogirl - 35F
Everyone else has 735F here. I am thinking that characters on this list are missing some trait, since the Zakos make this list, and their .pacs are barebone as hell.
 

UltiMario

Out of Obscurity
Joined
Sep 23, 2007
Messages
10,438
Location
Maryland
NNID
UltiMario
3DS FC
1719-3180-2455
Hmm.... Extremely interesting, ESPECIALLY that last one.

I don't know much about any of Brawl's coding, but I assume for Warioman's and Giga Bowser's off things have something to do with switching between completely different characters with the Final Smash, or something to do with the time limit of actually existing as a different character entirely.

As I said, no clue, but just a hunch.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
These are all rather intriguing. Are we capable of editing these values for testing purposes? If so, the last 3 should be rather testable.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
We can. The offset for the section is different for each character.
I am going to do some tests with a USBGecko soon, so I can tweak .pac's while the game is running, and set read breakpoints for things I dont understand.

I.e. I set a read breakpoint on a PSA command, the game freezes when it is run.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
The idea is this.
At the same place in all of these characters files, they mostly have the same value.
This value means SOMETHING, but we dont really know what. This same location contains the action, subaction flags, main,gfx,sfx,and other offsets, so its probably important.

If we can find some trait the characters share, we can use that to figure out why these values are the way they are.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Koopa and Warioman both lack true knockback (Giga cannot be hit away, Wario cannot be hit period). Maybe that has something to do with something? I'd test editing them if I had the offset :p
 

...:::VILE:::...

Smash Ace
Joined
Apr 15, 2009
Messages
786
Koopa and Warioman both lack true knockback (Giga cannot be hit away, Wario cannot be hit period). Maybe that has something to do with something? I'd test editing them if I had the offset :p
It wouldn't have anything to do with it (well maybe it could be related, but im almost 100% certain that these values aren't the reason for the lack of the knockback). The reason for no knockback is just that it simply wasn't added in, but again, this may be related, but i highly doubt that value actually controls the knockback.
 
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