Toomai
Smash Ace
I don't frequent this area of the forums, but I don't think I saw a topic quite like this one on the first three pages, so here goes.
Both the Melee and Brawl camps are able to extract character and hitbox data relatively easily. As far as I can tell, though, SSB64 remains untapped in this regard. So, I'm making this topic to kind of round up people that are interested in this stuff so we can work it out.
Now, I don't really know what the state of N64 decoding is. Can we break the code into individual files? Do we know if/how they're compressed? That kind of stuff would have to be figured out first. But once we have more managable chunks than a big 16MB brick, we can start doing pattern recognition, as well as comparing the Japanese and NA versions to match up known differences.
The good news is that, unlike the other two games, we've been given a freebie or two. While it's in Japanese, the SSB64 website has a table of some of the characters' important attributes and a complete breakdown of Mario's f-smash:
[collapse=Mario's F-Smash (64)]After 4 frames
Graphic effect: RArmJ, Flash, 60, 0, 0, 0, 0, 0
After 16 frames
Make a noise
Hitbox 0: segment 0, RShoulderJ, 17 damage, size 180, position [0,0,0], angle of 361, 100 knockback growth, 0 weight-based knockback, 30 base knockback, Normal, can clang, 0 shield damage, large impact sound, normal impact sound, hits ground and air
Hitbox 1: segment 0, RArmJ, 17 damage, size 240, position [50,0,0], angle of 361, 100 knockback growth, 0 weight-based knockback, 30 base knockback, Normal, can clang, 0 shield damage, large impact sound, normal impact sound, hits ground and air
Graphic effect: Top, Special, 0, 0, -150, 0, 0, 0
Swish sound effect (hit_no_l)
Wait 5 frames
End hitboxes
Done[/collapse]So, is there interest in this?
Both the Melee and Brawl camps are able to extract character and hitbox data relatively easily. As far as I can tell, though, SSB64 remains untapped in this regard. So, I'm making this topic to kind of round up people that are interested in this stuff so we can work it out.
Now, I don't really know what the state of N64 decoding is. Can we break the code into individual files? Do we know if/how they're compressed? That kind of stuff would have to be figured out first. But once we have more managable chunks than a big 16MB brick, we can start doing pattern recognition, as well as comparing the Japanese and NA versions to match up known differences.
The good news is that, unlike the other two games, we've been given a freebie or two. While it's in Japanese, the SSB64 website has a table of some of the characters' important attributes and a complete breakdown of Mario's f-smash:
[collapse=Mario's F-Smash (64)]After 4 frames
Graphic effect: RArmJ, Flash, 60, 0, 0, 0, 0, 0
After 16 frames
Make a noise
Hitbox 0: segment 0, RShoulderJ, 17 damage, size 180, position [0,0,0], angle of 361, 100 knockback growth, 0 weight-based knockback, 30 base knockback, Normal, can clang, 0 shield damage, large impact sound, normal impact sound, hits ground and air
Hitbox 1: segment 0, RArmJ, 17 damage, size 240, position [50,0,0], angle of 361, 100 knockback growth, 0 weight-based knockback, 30 base knockback, Normal, can clang, 0 shield damage, large impact sound, normal impact sound, hits ground and air
Graphic effect: Top, Special, 0, 0, -150, 0, 0, 0
Swish sound effect (hit_no_l)
Wait 5 frames
End hitboxes
Done[/collapse]So, is there interest in this?