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Floating Point Collab Thread (NOW ALL FLOATS, NOT JUST ARTICLES!) (Homing Attack!)

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Rather important:​
A decimal-to-FP calculator was found.​
Put your number in hexadecimal if you want to convert a Floating Point value to Decimal. If you want to do it the other way around, put it in decimal.​


1/23/10: Currently remodeling...Please excuse the mess.

Dantarion released an almost complete text database with the capability to find the offsets and floating point ranges of any article. Check it out by clicking here!
Note: The articles are NOT NAMED. You will need to make educated guesses by looking at the hitboxes, animation names, and other events. It shouldn't be too hard. If you do find something out, please post it in this thread so it may be added to this post.

If what you are looking for is not in the text files at all, you'll need to do it manually, open the box below for instructions.
[Collapse=WARNING: Manual Labor Inside!]
So yeah, Kirk figured out the article behavior, about six months ago. You didn't know that? Where have you been? :p

Now go open a hex editor and follow these simple directions.
(alternatively, click here for eldiran's method).

-Open UNEDITED PAC in PSA.
-Look for the last subaction that is related to the article (If it's a special, it'll be the last special subaction for that one specifically, Pikachu's thunder would be SpecialAirLwHit for example)
-Note the offset on this subaction, add 80 to it.
-Look for the hitbox's event ID. This is either 06000D00 (if it is reversable on the outside of the hitbox), or 06150F00 if it is not. Hint: Use Ctrl+F and search for 06150F00 or 06000D00 and look for it nearby (but a higher number than) the offset you noted.
-Once you find this, click on the '06' at the beginning of it, and at the bottom right corner of the window, where it says 'caret:', write down the offset, this time subtracting 80 from it.
-Now in PSA, go to the subroutine tab, and put in the new offset and click go.
-If you see hitboxes, you did it right. If you did not, repeat.

The floating points start a bit below this, and will start with either 2, 3, 4, and rarely 5. So scroll down a bit, looking for them. Change them and see what is different ingame. Once you're sure of what they do, post them here please!

This is gonna be a lot of trial and error, but as a community I think we can do it! :)

Kirk's longgggg post is here.[/collapse]

In the box below is an outdated list (well, not yet, but it will be). This thread will now be indexed in two categories by character, FPs, and PSA-Compatible. This will be put into effect later, so please wait while that is done.
[collapse=Fresh, Clean, By-Character List]
:mario:
[collapse=Mario][collapse=B - Fireball]
PSA:​
C558 - fireball landing effect (TSON) (PSA Compatible!)
C5B8 - Fireball Trail Effect (Dantarion) (PSA Compatible!)
17108 - Fireball Hitbox (Amazing Ampharos)

Hex:​
16FF0 - Fireball Gravity (AMKalmar)
16FF8 - Fireball Bounce Velocity Multiplier (AMKalmar)
16FFC - Initial Speed (AMKalmar)
17000 - Initial Angle in Radians (AMKalmar)
17004 - Duration in Frames (AMKalmar)
17008 - Something to do with how many times it can bounce before disappearing. 2 = none, 4 = too many to count. (AMKalmar)[/collapse]

[collapse=SideB - Cape]
Hex:​
1E38C - Cape Bone (Phantom Wings)[/collapse]

[collapse=DownB - FLUDD]
Hex:​
1E490 - Fludd Bone (Phantom Wings)[/collapse][/collapse]

:luigi:
[collapse=Luigi][collapse=B - Fireball]
PSA:​
16BA0 - Luigi Fireball Hitbox (Kirk)[/collapse][/collapse]


:zerosuitsamus:
[collapse=Zero Suit Samus (ZSS)]NOTHING FOUND
[/collapse]

:lucas:
[collapse=Lucas][collapse=SideB - PK Fire]
PSA:​
17940 - PK Fire Hitbox 1(3DMG). (Kirk)
17A48 - PK Fire Hitbox 2(4/5DMG, lasts 20 frames). (Kirk)[/collapse]

[collapse=B - PK Freeze]
PSA:​
177E0 - PK Freeze 'Main Hitbox'? (Amazing Ampharos)
18370 - PK Freeze Hitbox (rPSI)[/collapse]


[collapse=UpB - PK Thunder]
PSA:​
18090 - PK Thunder Tail Hitbox (rPSI)
17FF8 - PK Thunder Head Hitbox (rPSI)[/collapse][/collapse]

:marth:
[Collapse=Marth]NONE
[/collapse]

:metaknight:
[Collapse=MetaKnight (MK)]NONE
[/collapse]

:ness:
[collapse=Ness][collapse=USmash - Yoyo]
PSA:​
112D8 - Up Smash Start Hitbox (AMKalmar)
11458 - Up Smash Release Hitbox (AMKalmar)[/collapse]
[collapse=Dsmash - Yoyo]
PSA:​
11568 - Down Smash Start Hitbox (AMKalmar)
11648 - Down Smash Release Hitbox (AMKalmar)[/collapse]

[collapse=B - PK Flash]
PSA:​
16090 - PK Flash Main Hitbox (Amazing Ampharos)[/collapse]

[collapse=SideB - PK Fire]
PSA:​
161D8 - PK Fire Hitbox ([TSON])
162D8 - PK Fire Pillar Hitboxes ([TSON])[/collapse]

[collapse=UpB - PK Thunder]
PSA:​
16640 - PK Thunder Head Hitbox ([TSON])
166E8 - PK Thunder Tail Hitbox ([TSON])
16717 - PK Thunder Fail Aerial Smoke Effect X Translation? ([TSON])
167AE - Undefined ([TSON])
16858 - Looks like maybe wall collision stuff for PK2? ([TSON])[/collapse][/collapse]

:olimar:
[Collapse=Olimar]
All contents credit to Kirk except the "All Pikmin" box, which is credit to [TSON].​
[collapse=All Pikmin]
Hex:​
1D4B0 - Pikmin 'Safespot' Olimar-Distance (How far the 'ideal' position for the Pikmin to stand is from olimar. Higher = farther)
1D4B4 - Pikmin 'Safespot' Spacing (The distance between the pikmin's safespots)
1D4B8 - Pikmin Runspeed
1D4C0 - Effort (When set to 100, they just stand still whenever you idle and you can run away from them and through them and they won't care. Only if you whistle or do certain moves will they respond, and even then, only some of them do. What's cool about this is, you can have many Pikmin safeboxes all around the stage, and choose from only the ones you're overlapping, regardless of order. You could definitely do some cool stuff with this.)
1D4C8 (Hex) - Desynch Death Time (How long a desynched Pikmin has to live)
1D4CC (Hex) - Desynch Warning Time (How long to wait before flashtinting a desynched pikmin to warn the olimar player that it is about to die)
1D4E0 - Pikmin Pluck Angle (Inverted Radians)
1D4EC (Hex) - Olimar-Pikmin Interaction Box Size... Or something like that. Lets you remotely control solo pikmin
1D4F0 - Pikmin Teleport Box Size (Lets you grab pikmin from across the stage for usage immediately with fair and dair and such.)
1D4F8 - N/A
1D4FC - Pikmin Fsmash Initial Velocity
1D500 - Pikmin Fsmash Angle (Radians)
1D50C - Pikmin Fsmash Gravity
1D510 - Pikmin Usmash Initial Momentum
1D514 - Pikmin Usmash Gravity
1D52C - SideB Throw Power?[/collapse]
[collapse=Red Pikmin]
PSA:​
168B0 - Red Pikmin Fsmash
16A88 - Red Pikmin Usmash
16BF0 - Red Pikmin Dsmash
16D68 - Red Pikmin Fair
16EE8 - Red Pikmin Bair
17018 - Red Pikmin Uair
172F8 - Red Pikmin Dair
17460 - Throw/Catch Collision?
17528 - Red Pikmin Pummel
17600 - Red Pikmin Fthrow
176D8 - Red Pikmin Bthrow
177B8 - Red Pikmin Uthrow
17910 - Red Pikmin Dthrow
17AC0 - Red Pikmin Side-B
17B88 - Red Pikmin Side-B Loop
17C58 - Red Pikmin Up-B[/collapse]
[collapse=Yellow Pikmin]
PSA:​
17ED8 - Yellow Pikmin Fsmash
180B0 - Yellow Pikmin Usmash
18218 - Yellow Pikmin Dsmash
18390 - Yellow Pikmin Fair
18510 - Yellow Pikmin Bair
18640 - Yellow Pikmin Uair
18920 - Yellow Pikmin Dair
18A88 - Throw/Catch Collision?
18B58 - Yellow Pikmin Pummel
18C28 - Yellow Pikmin Fthrow
18D00 - Yellow Pikmin Bthrow
18DE0 - Yellow Pikmin Uthrow
18F38 - Yellow Pikmin Dthrow
190E8 - Yellow Pikmin Side-B
191B0 - Yellow Pikmin Side-B Loop
19280 - Yellow Pikmin Up-B[/collapse]
[collapse=Blue Pikmin]
PSA:​
19500 - Blue Pikmin Fsmash
196D8 - Blue Pikmin Usmash
19840 - Blue Pikmin Dsmash
199B8 - Blue Pikmin Fair
19B38 - Blue Pikmin Bair
19C68 - Blue Pikmin Uair
19F48 - Blue Pikmin Dair
1A0B0 - Throw/Catch Collision?
1A178 - Blue Pikmin Pummel
1A250 - Blue Pikmin Fthrow
1A328 - Blue Pikmin Bthrow
1A408 - Blue Pikmin Uthrow
1A560 - Blue Pikmin Dthrow
1A710 - Blue Pikmin Side-B
1A7D8 - Blue Pikmin Side-B Loop
1A8A8 - Blue Pikmin Up-B[/collapse]
[collapse=White Pikmin]
PSA:​
1AB28 - White Pikmin Fsmash
1AD00 - White Pikmin Usmash
1AE68 - White Pikmin Dsmash
1AFE0 - White Pikmin Fair
1B160 - White Pikmin Bair
1B290 - White Pikmin Uair
1B570 - White Pikmin Dair
1B6D8 - Throw/Catch Collision?
1B7A0 - White Pikmin Pummel
1B878 - White Pikmin Fthrow
1B950 - White Pikmin Bthrow
1BA30 - White Pikmin Uthrow
1BB88 - White Pikmin Dthrow
1BD38 - White Pikmin Side-B
1BE00 - White Pikmin Side-B Loop
1BED0 - White Pikmin Up-B[/collapse]
[collapse=Purple Pikmin]
PSA:​
1C170 - Purple Pikmin Fsmash
1C368 - Purple Pikmin Usmash
1C4F0 - Purple Pikmin Dsmash
1C678 - Purple Pikmin Fair
1C7F8 - Purple Pikmin Bair
1C928 - Purple Pikmin Uair
1CC08 - Purple Pikmin Dair
1CD70 - Throw/Catch Collision?
1CE38 - Purple Pikmin Pummel
1CF10 - Purple Pikmin Fthrow
1CFE8 - Purple Pikmin Bthrow
1D0C8 - Purple Pikmin Uthrow
1D220 - Purple Pikmin Dthrow
1D348 - Purple Pikmin Side-B
1D408 - Purple Pikmin Up-B[/collapse]
[collapse=FS - End of Day...?]
PSA:​
1D830 - Final Smash?
1D958 - Final Smash?
1DA20 - Final Smash?
1DBB0 - Final Smash? [/collapse][/collapse]

:peach:
[collapse=Peach]NOTHING FOUND[/collapse]

:pikachu:
[Collapse=Pikachu][collapse=B - Thunder Jolt]
PSA:​
15540 - Thunder jolt (Aerial Hitbox) (Kirk)
15640 - Thunder Jolt (Grounded Hitbox) (Kirk)

Hex:​
156F8 - Aerial Thunder Jolt Initial Velocity? ([TSON])[/collapse]

[collapse=DownB - Thunder]
PSA:​
15BE0 - Thunder Hitbox ([TSON]/Kirk)[/collapse][/collapse]

:pit:
[Collapse=Pit][collapse=B - Arrow (Credit standardtoaster)]
Hex:​
1A62C - side arrow speed, larger the number the faster it goes and vice versa
1A630 - angle at which the up arrow initially shoots at
1A634 - up arrow speed, larger the number the faster it goes and vice versa
1A638 - Arrow control radius, larger the number the larger the radius and vice versa
1A640 - Base damage
1A644 - Damage multiplier (haven't found an exact formula on this but the larger it is the more it multiplies)

PSA:​
1A650 - Arrow Hitbox (Kirk)
[/collapse][/collapse]

:lucario:
[collapse=Lucario]
(Kirk unless otherwise noted.)
[collapse=B - Aura Sphere]17A50 - Aura Sphere Charge Collision(Infinite Loop).
17B00 - Aura Sphere Collision(10DMG).
17B88 - Aura Sphere Collision(12DMG).
17C10 - Aura Sphere Collision(15DMG).
17C98 - Aura Sphere Collision(17DMG).
17D20 - Aura Sphere Collision(19DMG).
17DA8 - Aura Sphere Collision(21DMG).
17E30 - Aura Sphere Collision(23DMG).
17EB8 - Aura Sphere Collision(25DMG).
17F5C - Non-Fully-Charged Aura Sphere Wiggle intensity ([TSON])
17F60 - Non-Fully-Charged Aura Sphere Wiggle ([TSON])
17F68 - Aura Sphere Base Growth Size (Smaller = Bigger) ([TSON])
17F6C - Aura Sphere uncharged size (bigger = bigger, will automatically scale to base size after being charged a bit) ([TSON])
17F70 - Aura Sphere chargelevel 1 size (bigger = bigger, see above) ([TSON])
17F88 - Aura Sphere fully charged size (see above) ([TSON])
17F8C - Unknown. Probably has something to do with aura sphere damage/stock growth ([TSON])[/collapse]

[collapse=SideB - Force Palm]184A0 - Force Palm Hitboxes (Amazing Ampharos)[/collapse][/collapse]

:link:
[collapse=Link](Kirk unless otherwise noted)
[collapse=B - Arrows]1CF80 - More velocity with lower value, ONLY affects charged arrows.
1CF84 - Arrows - Unknown.
1CF88 - Arrows - Unknown.
1CF8C - Arrow angle .9=~60degrees, .125=~10degrees
1CF94 - Arrow Duration(Frames).
1CF98 - Uncharged Arrow Velocity Multiplier.
1CF9C - Charge Arrow Velocity Multiplier.
1CFA0 - Uncharged Arrow Damage.
1CFA4 - Full Charge Arrow Damage.
1CFAC - Arrow Gravity.
1CFB0 - Arrow Weight
1CFB8 - Arrow Hitbox (Eldiran and Kirk)[/collapse]


[collapse=SideB - Gale Boomerang]1D1F8 - Something to do with boomerang angle... Anything above 1=cant angle boomerang.
1D1FC - Angle of upward/downward boomerang throw.
1D200 - Boomerang vertical offset -16=Higher, hits floor sooner than it should.
1D204 - Duration of short rang(Frames).
1D208 - Duration of long rang(Frames).
1D20C - Short rang start velocity.
1D210 - Long rang start velocity.
1D214 - Rotation of the actual rang.
1D218 - Rotation of the actual rang.
1D21C - 'Rang Decceleration/Resistance.
1D220 - Returning rang Velocity.
1D224 - Higher makes the 'rang reverse direction quicker and sharply, Lower makes the turnaround slower...
1D228 - Unknown. Seems to VERY slightly do something near the turnaround point of the 'rang...
1D22C - Boomerang Homing. Higher value = better homing to link.
1D230 - Unknown... Boomerang.
1D234 - Something to do with returning rang homing...lowering makes it stop homing after awhile...
1D238 - Unknown. Freezes if too high, right near turnaround point. (Boomerang)
1D23C - X-offset of when Boomerang is catchable. Higher values=Boomerang is caught further in front of link.
1D240 - Unknown (boomerang)
1D244 - Unknown. (Boomerang)
1D248 - Unknown. (Boomerang)
1D24C - Untested. (Boomerang)
1D250 - Untested. (Boomerang)
1D358 - Boomerang Outgoing Hitboxes (Kirk, then Eldiran found it when I forgot to add it...)
1D400 - Boomerang coming back attribute[/collapse][/collapse]

:kirby:
[collapse=Kirby][collapse=UpB - Final Cutter]2B558 - Final Cutter Hitbox (Kirk)[/collapse][/collapse]

:zelda:
[collapse=Zelda][collapse=SideB - Din's Fire]16AD0 - Din's Ready! Oven Fire Hitbox(Kirk)[/collapse][/collapse]

:diddy:
[collapse=Diddy Kong][collapse=UpB - Barrel Jetpack]19CEC - Barrel Self Damage (UpB and hit a wall) ([TSON])[/collapse][/collapse]

:dk:
[collapse=Donkey Kong (DK)]NOTHING FOUND[/collapse]

:falcon:
[collapse=Captain Falcon (CF)]NONE[/collapse]

:fox:
[Collapse=Fox][collapse=B - Lasers]18D30 - Lasers primary hitboxes (Shanus)
18E00 - Lasers secondary hitbox (Shanus)
18FB8 - Illusion hitbox (Amazing Ampharos)[/collapse][/collapse]

:ganondorf:
[Collapse=Ganondorf]NOTHING FOUND[/collapse]

* :gw:
[collapse=Mr. Game and Watch (G&W, GaW)]...What the hell is this and how do we find any of them.[/collapse]

:ike:
[collapse=Ike][collapse=B - Eruption? (This isn't an article...)]27390 - Ike Eruption Self-Damage. (Kirk)[/collapse][/collapse]

:ivysaur:
[collapse=Ivysaur][collapse=B - Bullet Seed]17008 - Bullet Seed Hitbox[/collapse]

[collapse=SideB - Razor Leaf]17248 - Razor Leaf Hitbox[/collapse][/collapse]

:jigglypuff:
[collapse=Jigglypuff]NONE[/collapse]

:popo:
[collapse=Ice Climbers (ICs)]NOTHING FOUND[/collapse]

:rob:
[collapse=ROB (Robot)][collapse=B - Lasers]18978 - Strong Laser Hitbox (Amazing Ampharos)
188F0 - Weak Laser Hitbox (SSJ4Kazuki)[/collapse][/collapse]

:dedede:
[collapse=King Dedede][collapse=SideB - Minion Throw]2A15C - Minion Tap-Throw Momentum (Affects all)
2A160 - Minion Smash-Throw Momentum(Affects all)
2A164 - Minion Throw Uninteractive Collision Size (Affects all)
2A170 - Article Limit, aka max number of minions at any given time (Hex)
2A1F8 - Minion Wall Collision Disjoint? 5 = normal. -100 turned off wall collision altogether. 100 has... weird qualities.
[/collapse][/collapse]

:yoshi:
[collapse=Yoshi][collapse=DownB - Ground Pound (Stars)]171E8 - Ground Pound Stars (Amazing Ampharos)[/collapse][/collapse]

:wolf:
[collapse=Wolf]NOTHING FOUND[/collapse]

:wario:
[collapse=Wario]
[collapse=SideB - Bike]
18D50 - Aerial Inital Jump Height
18D54 - Grounded Top Speed
18D58 - Grounded Air Resistance
18D5C - Grounded Acceleration
18D60 - Aerial...Speed
18D64 - Aerial Air Resistance
18D70 - Aerial Max Fallspeed
18D78 - Damage Growth Constant (Equation is roughly something like Speed (in Units) x this = damage output. At fullspeed with this set to 100, the hitbox did 699%-744%)
18D94 - Aerial Rotation Speed
18DC4 (Hex) - Falling chance on turn; lower = more common
18DC8 (Hex) - See above
[/collapse][/collapse]

:toonlink:
[collapse=Toon Link][collapse=B - Arrows]1D054 - TL's arrow gravity
1D060 - Arrow Hitbox ([TSON], corrected by SSJ4Kazuki)[/collapse]
[collapse=SideB - Boomerang]1D380 - Boomerang Outgoing Hitboxes ([TSON], corrected by SSJ4Kazuki)
1D418 - Boomerang Returning Hitbox ([TSON])
26A2F - Boomerang Bone[/collapse][/collapse]

:squirtle:
[collapse=Squirtle][collapse=B - Water Gun]173C0 - Water Gun Hitbox[/collapse][/collapse]

:samus:
[collapse=Samus](Credit to Kirk unless otherwise noted)
[collapse=B - Power Shot]163D0 - Power Shot Uncharged Hitbox
16458 - Power Shot 5dmg Hitbox
164E0 - Power Shot 8dmg Hitbox
16568 - Power Shot 11dmg Hitbox
165F0 - Power Shot 14dmg Hitbox
16678 - Power Shot 18dmg Hitbox
16700 - Power Shot 21dmg Hitbox
16788 - Power Shot Full Charge Hitbox
16398 - Charge time. Higher value = slower charge. Unsure of ratio.
1639C - Recoil from charged power shot(air only). Negative values send you backward, positive send you forward.
163A0 - Charge time multiplier. Higher value = slower charge.
163A8 - Power shot duration(frames).
163B0 - Base velocity. Diminishes with more charge(Full charge still goes same speed).
163B4 - Charged shot velocity. Effect is greater with more charge(Uncharged shot goes same speed).
163C0 - Initial power shot size(graphic). Scales accordingly with charge.
163C4 - Final power shot size(graphic). Scales accordingly with charge.[/collapse]

[collapse=SideB - Missile]168F8 - Weak Missile Hitbox.
16910 - Called after weak missile detonates. (PSA COMPATIBLE)
169C8 - Power Missile Hitbox.
169E0 - Called after power missle detonates. (PSA COMPATIBLE)
168BC - Traction - The lower the value, the more momentum Samus gets going sideways when using a missile.
168C4 - X-offset of missile launch.
168CC - Weak Missile Duration(frames).
168D0 - Weak Missile Deceleration Point(frames). This is the point where the weak missle slows down.
168D4 - Weak Missile Initial Velocity.
168D8 - Weak Missile Secondary Velocity. The velocity after the deceleration point.
168DC - Weak Missile Deceleration. Lower value = missile slows faster.
168E0 - Homing capability. Higher value = better homing.
168E4 - Something to do with homing. Lower value = worse homing. Range perhaps.
168E8 - Something to do with homing. Higher value = No homing.
169AC - Power Missile Duration(Frames).
169B0 - Power Missile Acceleration Point(Frames). This is the point where the power missle speeds up.
169B4 - Power Missile Initial Velocity.
169B8 - Power Missile Acceleration. One can argue this to be the final speed also, I'm not 100% sure.[/collapse]

[collapse=DownB - Bombs]17918 - Bomb Hitbox 1 [4 dmg]
179B0 - Bomb hitbox 2 [5 dmg] (Found first by Eldiran, then Kirk :p)
17A78 - Bomb Subaction (Shanus)[/collapse][/collapse]

:shiek:
[collapse=Sheik (Shiek in PAL)][collapse=B - Needles]16098 - Needle Hitboxes (Amazing Ampharos)[/collapse][/collapse]

:snake:
[Collapse=Solid Snake][collapse=USmash - Mortar]11C70 - Mortar Hitbox (Kirk)[/collapse]
[collapse=DSmash - Landmine]11F90 - Dsmash Mine Hitbox (Kirk)[/collapse]
[collapse=SideB - Nikita]17C18 - Nikita weak Hitbox (Kirk)
17CA0 - Nikita strong Hitbox (Kirk)[/collapse]
[collapse=UpB - Cypher]17E40 - Cypher hit Hitbox (Kirk)[/collapse]
[collapse=DownB - C4]18428 - C4 Explosion Hitbox (Kirk)[/collapse]
[collapse=FS - Rockets]18928 - Final Smash Rockets Hitbox (Kirk)[/collapse][/collapse]

:sonic:
[Collapse=Sonic the Hedgehog][collapse=B - Homing Attack]1B678 - Sonic Homing Attack Range (How far it will try to home in from)
24FC0 - Initial Vertical Velocity on Charge
24FC4 - Momentous Growth on Aerial Charge
24FC8 - Momentum Conservatism (Set to 2, it will multiply current momentum by 2. Set to 0.5, current momentum will be halved. Etc.)
24FCC - Minimum startup - Injects into one of the RA-Basic variables...Don't remember which though. (Hex) [Kirk]
24FD0 - Maximum startup - Injects into one of the RA-Basic variables...Don't remember which though. (Hex) [Kirk]
24FD4 - Maximum Curve. Lower number = smaller curves (lol). (Please credit me if you use this, since you know, it is a big find :p)
24FD8 - Homing Intensity. Lower number = better homing. (Please credit me if you use this too )
24FDC - Homing Wind Resistance. (Higher number = travel slower, and cancel before you reach your target if too high.)
24FE0 - Homing Dash Acceleration
24FE4 - Homing Dash Deceleration
24FE8 - wat.
24FEC - Homing Dash Duration (Frames?)
24FF0 - Floor-bounce H Velocity
24FF4 - Floor-bounce V Velocity?
24FF8 - Floor-bounce V Velocity ...Again?
24FFC - Person-bounce Aerial Mobility
25000 - Person-bounce V Velocity
25004 - Person-bounce H Deceleration Rate?
25008 - Person-bounce Fallspeed? (hex? lolwut?)
2500A - No-homing dash angle (Degrees) <--- WAT ITS NOT IN RADIANS?
25010 - No-homing dash speed
25014 - No-homing dash duration
25018 - wat.
2501C - No-homing dash duration again?[/collapse]
[collapse=UpB - Spring]1B680 - Sonic Spring Initial Height (How high off of the ground foes are when they start their 'i just bounced off of this' animation)
1B684 - Sonic Spring Duration (Frames)
1B68C - Sonic Spring Fallspeed
1B690 - Same as 1B680?
1B5E8 - Aerial Spring Hitbox (rPSI)[/collapse][/collapse]

:falco:
[collapse=Falco][collapse=Bthrow/Uthrow - Lasers]
189A8 - Normal Laser hitbox(es)
18A48 - Throw-Lasers Hitbox (Amazing Ampharos)
[/collapse][/collapse]

:bowser:
[collapse=Bowser]NOTHING FOUND[/collapse]

:charizard:
[collapse=Charizard]NOTHING FOUND[/collapse][/collapse]
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Link: (mostly just a clarification/note)
Offset to use in PSA to edit Link's Boomerang on the forward journey: 1D358

Samus:
Offset of 5% Damage of Samus' Bomb: 179B0
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
EDIT: I'm gonna use this post so I don't clutterify the op.

Alternatively to Kirk's method, you could use Eldiran's to find the hitbox.

XX0000000000000YYY

XX is the damage. YYY is the angle. If you can figure out the exact damage and angle for the projectile you seek, you can usually search for the above digits in Hex Workshop and find your projectile.

Damage is easy, but finding the angle is hard.
Once you find the right offset, move up until you see a "06000D00" or a "06150F00". Click on the "06" and at the bottom, see what the "Caret:" says. SUBTRACT EIGHTY and write it down as the HITBOX. It will now work in PSA (that's the format that you should give to us in, unless it's a floating point).

Now, around that, you should see 8-character hexes in little clusters surrounded by zeros. Try changing one a tad using a decimal to floating point calculator/converter and see what it does. Once it becomes clear (and you're done gasming/jaw-dropping), document it and proceed to the next one! ;D
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
Awesome topic. Though I thought Super Sonic was Sonic's article.
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,585
Location
Kansas City, MO
This is great work, definitely one of the things that needed to happen to make PSA truly practical for Bbrawl. Now all we need is for someone to figure out Nana, and those old engine codes (hitbox mod engine, etc.) will finally have their functionality superseded by PSA.

I used the same method as this on the stage .pac for Port Town Aero Dive, and I found no car hitboxes sadly. I guess the data isn't formatted in the same way; even when I changed the type of compression to "none" on all the internal archives, there was nothing (I tried by default and like that). I actually went so far as to search the entire Brawl ISO, still nothing. Oh well, you can't win them all.
 

Phantom Wings

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Err... The offsets for Mario's Cape and FLUDD are actually the offsets to the bones that each are attached to. Just thought I'd correct that detail.
 

[TSON]

Hella.
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Well, PW said there's no method to the madness, it's all character and article specific...

"the locations of those pointers vary from character to character (therefore being unable to allow PSA to modify them)" or something like that... Or was that about the roots?
 

Phantom Wings

Smash Apprentice
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Messages
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They mostly follow a generic structure (animations first, attack events second, then graphics and etc.) but other things are read through the module file by "magic numbers" meaning that for one file may read at the offset 0x4C while another may decide that it's going to read at 0x74 with no actual indication as to why it's reading at that location other than it simply being hard coded into the assembly.
 

Dantarion

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Santa Barbara, CA
From looking at it, I see things that look like actions and subactions, but I can't seem to find a way to parse them easy. :(
 

shanus

Smash Hero
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Nov 17, 2005
Messages
6,055
This caught my attention. Why is G&W a problem?

Another dumb question: What exactly are articles and why do we care about floating point numbers for them?
Articles are usually projectiles or items attached to the character.

So if people wanted to say, make sausages go in a certain non-random trajectory, etc, figuring out their programmed location would be required
 

UTDZac

▲▲▲▲▲
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Judgment Count: 856
So I take it the random factor of G&W's bacon attack is the problem? What about his sideB, is the hammer considered an article? It would be pretty funny to rig G&W to only get 9s with sideB... well funny for me at least =)
 

[TSON]

Hella.
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oTSONo
Only 9s would be possible with PSA, easy. The main problem with G&W is that his articles depend on the side he's facing and all of them have either no hitboxes or random angles and trajectory. I suppose we could find them but he would be the hardest of the lot I estimate.
 

Untouch

Smash Master
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Messages
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So I take it the random factor of G&W's bacon attack is the problem? What about his sideB, is the hammer considered an article? It would be pretty funny to rig G&W to only get 9s with sideB... well funny for me at least =)
The hammer is a model.
How it randomly generates the numbers is beyond me.
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
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Location
Arlington Heights, IL
Just got through some more Samus stuff:

==Power Shot Floating Points==
16398 - Charge time. Higher value = slower charge. Unsure of ratio.
1639C - Recoil from charged power shot(air only). Negative values send you backward, positive send you forward.
163A0 - Charge time multiplier. Higher value = slower charge.
163A8 - Power shot duration(frames).
163B0 - Base velocity. Diminishes with more charge(Full charge still goes same speed).
163B4 - Charged shot velocity. Effect is greater with more charge(Uncharged shot goes same speed).
163C0 - Initial power shot size(graphic). Scales accordingly with charge.
163C4 - Final power shot size(graphic). Scales accordingly with charge.
==END Floating Points==

==Missile Floating Points==
168BC - Traction? The lower the value, the more momentum Samus gets going sideways when using a missile.
168C4 - X-offset of missile launch.
168CC - Weak Missile Duration(frames).
168D0 - Weak Missile Deceleration Point(frames). This is the point where the weak missle slows down.
168D4 - Weak Missile Initial Velocity.
168D8 - Weak Missile Secondary Velocity. The velocity after the deceleration point.
168DC - Weak Missile Deceleration. Lower value = missile slows faster.
168E0 - Homing capability. Higher value = better homing.
168E4 - Something to do with homing. Lower value = worse homing. Range perhaps?
168E8 - Something to do with homing. Higher value = No homing.
169AC - Power Missile Duration(Frames).
169A0 - Power Missile Acceleration Point(Frames). This is the point where the power missle speeds up.
169A4 - Power Missile Initial Velocity.
169A8 - Power Missile Acceleration. One can argue this to be the final speed also, I'm not 100% sure.
==END Floating Points==

==Missile related offsets==
168F8 - Weak Missile Offensive Collision.
16910 - Called after weak missile detonates.
169C8 - Power Missile Offensive Collision.
169E0 - Called after power missle detonates.
 

shanus

Smash Hero
Joined
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Messages
6,055
Kirk, can you try and isolate more of the data portion of samus' downB?

Then we can maybe try and add in a little ghetto fix to allow her bombs to explode on contact (invisible hitbox within a loop with an If 0B statement to trigger detonation)
 

pokelover980

Smash Ace
Joined
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Messages
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Agh, hexing is confusing. I'm looking for Lucario's Aura Sphere and I don't think it's working so well >.<
 

rPSIvysaur

[ɑɹsaɪ]
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Messages
16,415
Hey, can one of you isolate the PK Fire for Lucas, I kind of need it to work on Brawl- Lucas.
 

Kirk

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Arlington Heights, IL
Here's everything I have related to Samus' Bombs(I haven't tested the floating point values yet, but they are laid out):

Code:
**BOMBS**
17668 - SpecialLw Ground Subaction
17798 - SpecialLw Air Subaction
==Floating Points==
17898 - 3F99999A (1.2)
1789C - 3F666666 (0.9)
178A0 - 3F4CCCCD (0.8)
178A4 - 3F4CCCCD (0.8)
178A8 - 41B00000 (22)
178AC - 41B00000 (22)
178B0 - 3F800000 (1)
178B4 - 3F800000 (1)
178B8 - 00000000 (0)
178BC - 40000000 (2)
178C0 - 00000000 (0)
178C4 - BF000000 (-0.5)
178C8 - 0000000A (10Hex)
178CC - 3F490FDB (0.78539)
178D0 - 3FD9999A (1.7)
178D4 - 3F000000 (0.5)
178D8 - 3F333333 (0.7)
178DC - BF000000 (-0.5)
178E0 - 40EC28F6 (7.38)
178E4 - 00000048 (72Hex)
178E8 - 00000028 (40Hex)
178EC - 00000002 (2Hex)
178F0 - 3DCCCCCD (0.1)
178F4 - 3CF5C28F (0.03)
178F8 - 3F99999A (1.2)
178FC - 3F000000 (0.5)
17900 - 3F19999A (0.6)
17904 - 3E4CCCCD (0.2)
17908 - 01000000 (VERYsmall)
1790C - 40200000 (2.5)
17910 - C0200000 (-2.5)
17914 - 40200000 (2.5)
==END Floating Points==
17918 - Bomb Hit 1, 4dmg, Async 52 timer
17A78 - Bomb Hit 2, 5dmg

**BOMB ACTION**
186A4 - LABit62 = true, on ground:11D, in air:11E - Dspecial somethin?
18714 - 1DA subaction...More Dspecial stuffs
1878C - 1DD subaction...More Dspecial stuffs
1884C - Comparing LABasic67 == 1...F5F0/F610 subroutines, change action ground/air 0/E
188C4 - Action 11D, Calls 18714 and 1884C. Dspecial stuffs.
18914 - Action 11E, Calls 1878C and 1884C. Dspecial stuffs.
1894C - LABit62 = true, 020D0100: 0-121
1898C - Action 120, Calls 18714 and 1884C. Dspecial stuffs.
189DC - Action 121, Calls 1878C and 1884C. Dspecial stuffs.
 

[TSON]

Hella.
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oTSONo
Agh, hexing is confusing. I'm looking for Lucario's Aura Sphere and I don't think it's working so well >.<
Look at the last subaction for his B move and note the offset. Then in your hex editor ctrl+F (and check find all instances if available) and search for 06000D00 (offensive collision) and try to find the one closest to the offset you noted. Now for aura sphere specifically, there will be about 4 charge levels, so make sure you don't scrap things before testing.
 

pokelover980

Smash Ace
Joined
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Messages
905
Look at the last subaction for his B move and note the offset. Then in your hex editor ctrl+F (and check find all instances if available) and search for 06000D00 (offensive collision) and try to find the one closest to the offset you noted. Now for aura sphere specifically, there will be about 4 charge levels, so make sure you don't scrap things before testing.
Yeah, I got that far. Its just a matter of finding what exactly is what. I think I might have found something, but I'll have to check.

EDIT: Nope, not it >.<
 

rPSIvysaur

[ɑɹsaɪ]
Joined
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Messages
16,415
Look at the last subaction for his B move and note the offset. Then in your hex editor ctrl+F (and check find all instances if available) and search for 06000D00 (offensive collision) and try to find the one closest to the offset you noted. Now for aura sphere specifically, there will be about 4 charge levels, so make sure you don't scrap things before testing.
OHHH.... now I get it. I had no idea where the 06000D00 came from...

I'll try Lucas PK Fire hitbox for my self.
 

[TSON]

Hella.
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oTSONo
OH CRAP LOLS

I forgot to say, you'll need to subtract 80 before noting the hex. PSA just works weird like that :p
 

Untouch

Smash Master
Joined
Aug 4, 2009
Messages
3,783
grr lol I found his Side B not his fireball

Erm his fireball isn't in it.

What about special offensive collision?

Luigi has a special offensive collision in the area for his B attack.
 

Kirk

Smash Champion
Joined
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Messages
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Location
Arlington Heights, IL
Agh, hexing is confusing. I'm looking for Lucario's Aura Sphere and I don't think it's working so well >.<
Code:
Floating Points: 17A18-17A34

17A50 - Aura Sphere Charge Collision(Infinite Loop).
17B00 - Aura Sphere Collision(10DMG).
17B8C - Aura Sphere Collision(12DMG).
17C10 - Aura Sphere Collision(15DMG).
17C98 - Aura Sphere Collision(17DMG).
17D20 - Aura Sphere Collision(19DMG).
17DA8 - Aura Sphere Collision(21DMG).
17E30 - Aura Sphere Collision(23DMG).
17EB8 - Aura Sphere Collision(25DMG).

More Floating Points: 17F48-17F8C
Hey, can one of you isolate the PK Fire for Lucas, I kind of need it to work on Brawl- Lucas.
Code:
Floating Points: 17914-17944

17940 - PK Fire Collision 1(3DMG).
17A48 - PK Fire Collision 2(4/5DMG, lasts 20 frames).

More Floating Points: 17AF4-17B44
Remember, floating point values are exact values in the hex code, while the collisions have had 80 subtracted in order to be read through PSA.
 

Untouch

Smash Master
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Aug 4, 2009
Messages
3,783
WOOOOOOOOOOOT found the damage for Luigi's Fball.

GLORY TO THE BRAWL HEAVENS

16C80 is one of them.

He can do 6,5 or 4, look for the damages in the area.
 

[TSON]

Hella.
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oTSONo
omg i just found self damage for diddy's upB.

19CEC.

Old value = 40A00000 == 5
Changed to 41200000 == 10

And guess what? It does 10 damage.

Now we just need to figure out how to incorporate this into other attacks....
 

pokelover980

Smash Ace
Joined
Oct 4, 2007
Messages
905
Code:
Floating Points: 17A18-17A34

17A50 - Aura Sphere Charge Collision(Infinite Loop).
17B00 - Aura Sphere Collision(10DMG).
17B8C - Aura Sphere Collision(12DMG).
17C10 - Aura Sphere Collision(15DMG).
17C98 - Aura Sphere Collision(17DMG).
17D20 - Aura Sphere Collision(19DMG).
17DA8 - Aura Sphere Collision(21DMG).
17E30 - Aura Sphere Collision(23DMG).
17EB8 - Aura Sphere Collision(25DMG).

More Floating Points: 17F48-17F8C
Code:
Floating Points: 17914-17944

17940 - PK Fire Collision 1(3DMG).
17A48 - PK Fire Collision 2(4/5DMG, lasts 20 frames).

More Floating Points: 17AF4-17B44
Remember, floating point values are exact values in the hex code, while the collisions have had 80 subtracted in order to be read through PSA.
...

You are a genius.
I thank you for finding Aura Sphere. I think DarkDragoon might also be thankful because it could help him with Mewtwo.
 

Untouch

Smash Master
Joined
Aug 4, 2009
Messages
3,783
Anyways luigi's Fball element is nearby.

Woot now I can finish Mr L.
 
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