• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

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

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
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.
Is there much free space after 17A78?
 

pokelover980

Smash Ace
Joined
Oct 4, 2007
Messages
905
Oh my god I just broke Lucario :U

I made a fully uncharged Aura Sphere deal 67 Damage and so much knockback that if the enemy is above 20% they die without hope. I didn't mean to, I swear ;-;
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Anyways luigi's Fball element is nearby.

Woot now I can finish Mr L.
You found the damage? Go back until you see 06000D00 or 06150F00, then wherever the 06 is, click on it, and at the bottom, see what it says for "Caret". Subtract 80 in hex from that hex value and put the result in PSA's subroutines tab and you should be able to edit the hitboxes to your pleasing :]
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
The space in between is used for Final Smash and Screwattack action stuff. There's generally one area where the subactions are and another surrounding the action portion.
ah, i guess i can just hex edit in a subroutine call and then enter it in via PSA then.


Can someone check if this theory works?
 

Untouch

Smash Master
Joined
Aug 4, 2009
Messages
3,783
You found the damage? Go back until you see 06000D00 or 06150F00, then wherever the 06 is, click on it, and at the bottom, see what it says for "Caret". Subtract 80 in hex from that hex value and put the result in PSA's subroutines tab and you should be able to edit the hitboxes to your pleasing :]
It's saying that it isn't a valid offset :s
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
ah, i guess i can just hex edit in a subroutine call and then enter it in via PSA then.


Can someone check if this theory works?
You can redirect the original subroutines elsewhere and edit the new ones to your liking just fine. If that's what you were referring to.
 

Untouch

Smash Master
Joined
Aug 4, 2009
Messages
3,783
I'm using an already edited character. So the hitboxes were off.

Wtf lol why is there a cracker launcher event near his fireball collision
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
So here's what I'm finding on Lucas now.

PK Sqeeze! Hitbox: (rPSI)
0x18370
PK Thunder Tail:
0x18090
PK Thunder Head:
0x17FF8

I'm pretty sure these are correct...
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
When I can use a computer, I'd like to find Zelda's Din's Fire. And perhaps anything else she may have...
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
So here's what I'm finding on Lucas now.

PK Sqeeze! Hitbox: (rPSI)
0x18370
PK Thunder Tail:
0x18090
PK Thunder Head:
0x17FF8

I'm pretty sure these are correct...
Yup, all correct. Adding those other two now. This'll probably be one of the last updates tonight, but I plan on doing a mass update before school tomorrow, so keep em coming guys!:)
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
Hey, Sonic's spring does 4 dmg right?

If it does here is it's offset: 1b5e8
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
common3 does not contain any hitbox data, it contains graphical data. All hitbox and most behavioral data for articles is in FitCharacter.pac.

@rPSI, added :3
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
i might have a working version of samus' bombs exlpode on contact, but can't test right now. Anyone want to hop IRC and check it out?
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
common3 does not contain any hitbox data, it contains graphical data. All hitbox and most behavioral data for articles is in FitCharacter.pac.

@rPSI, added :3
But Magus changed Link's bombs and ZSS's armor pieces through the common3 pac. His bombs aren't in his own file.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Simple method to alter properties of projectiles (hell you can probably apply momentum to them and make them move weird (cough mewtwo)

Go the offset containing hitbox data / frame data.

Edit one of the lines to be a subroutine.
Create said subroutine and insert the properties you want.
Return at the end.

Voila!

Example:
Samus Bombs:
Offset 17918
Edit Asynch Timer =52 to be Subroutine to YYYYY

In YYYYY:
Set Loop 52 times
Special Offensive Collision with no dmg, knockback etc, size of morphball
If 0B
Frame speed 20x
End If
Synch Timer 1 frame
Execute Loop
Return


Now samus' bombs explode on contact.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
@shanus: nice work on the bombs. I don't think momentum works with projectiles properly though (at least, I had no luck adding speed to a boomerang in any direction).
 
Joined
Oct 9, 2008
Messages
8,908
Location
Vinyl Scratch's Party Bungalo
NNID
Budget_Player
Hmm. Okay. This is odd. I use the method of find the last offset and then add 80 (1B184+80->1B206)... And come to fadefood, and quite a lot of it. I've edited this PAC a good bit, what am I doing wrong?
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
OH COME ON GUYS.

How about this.

If you find the offset for the ARTICLE SUBACTION of Link's zair (NOT THE HITBOX, DONT GIVE ME THE HITBOX AND ALL THAT CRAP PLAWKS) I'll make wall grappling :p
 

superyoshi888

Smash Lord
Joined
Apr 8, 2008
Messages
1,026
...And I'd appreciate it if someone could work on Peach. I would, but my understanding of hex is a bit limited in this regard.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Doing peach now, Kirby I could not find, you'll have to wait for Kirk on that one.
 

Alphatron

Smash Champion
Joined
Aug 5, 2008
Messages
2,269
Can anyone look up Din's Fire for Zelda. Little computer access and such.
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
Kirby
Code:
2B558 - Final Cutter Offensive Collision. Two collisions, 5dmg on frames 1-2, 6dmg the rest.
Zelda
Code:
16AD0 - Din's Fire Offensive Collision. 1dmg (Increases depending on "charge").
 
Top Bottom