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

Amazing Ampharos

Balanced Brawl Designer
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Mario fireball hitbox: 17108

Looking at it in the hex editor, I still don't understand how I was supposed to figure out this specific offset PSA would accept from finding where the hitbox data is. I found the general area where the three hitboxes are and just guessed until I got something PSA would accept. It shows all three hitboxes together when you put that into the subroutine. I probably forgot a step with adding or subtracting 80 or something.

Oh well, done is done, right? In the end, trial and error always prevails. Luckily, I don't think I'll have to find any more of these "joys" for Bbrawl...
 

Shadic

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I'll test the Boomerang return later today, and get tell all if it works. I have the pac edited, I just need to actually test it.
 

shanus

Smash Hero
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Magus knows the offset for the bomb in common3.pac, but the main issue is deciphering what is around it. Just change Links bomb to a bomb-omb LOL
 

Amazing Ampharos

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Lucas Pk Freeze "main" hitbox: 177e0

Lucas's Pk Freeze has some odd properties. It mostly relies on the hitbox from offset 177e0 for properties, but it inports some properties from other offsets depending on whether it's partially or fully charged (it may just be damage). The one currently in the OP seems to be the damage for a full charge (notice it doesn't even have freeze element!).
 

[TSON]

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Lucas Pk Freeze "main" hitbox: 177e0

Lucas's Pk Freeze has some odd properties. It mostly relies on the hitbox from offset 177e0 for properties, but it inports some properties from other offsets depending on whether it's partially or fully charged (it may just be damage). The one currently in the OP seems to be the damage for a full charge (notice it doesn't even have freeze element!).
o_O

Well okay, adding now!
 

Amazing Ampharos

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You should probably add Mario's fireball hitbox to the OP as well.

17108

I have tested both I've found; they definitely work.

Also, I think Ness's Pk Flash works like Lucas's Pk Freeze.
 

[TSON]

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Guide simplified, if you found it too complicated before, try the shorter one below.
 

AMKalmar

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Mario's Fireball
Floating Points:
16FF0 - 3D1374BC - Gravity
16FF4 - 3FA00000 - ?
16FF8 - 3F400000 - Bounce Velocity Multiplier
16FFC - 3FB33333 - Initial Speed
17000 - BE32B8C2 - Initial Angle in Radians
17004 - 0000004B - (75 Hex) Duration in Frames
17008 - 3F4CCCCD - Something to do with how many times it can bounce before disappearing. 40000000 - none, 30000000 - too many to count.
1700C - 40000000 - ?

How do I convert floating point to decimal? Nvm, figured out how to use this floating point converter.
 

[TSON]

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Mario's Fireball
Floating Points:
16FF0 - 3D1374BC - Gravity
16FF4 - 3FA00000 - ?
16FF8 - 3F400000 - Bounce Velocity Multiplier
16FFC - 3FB33333 - Initial Speed
17000 - BE32B8C2 - Initial Angle in Radians
17004 - 0000004B - (75 Hex) Duration in Frames
17008 - 3F4CCCCD - Something to do with how many times it can bounce before disappearing. 40000000 - none, 30000000 - too many to count.
1700C - 40000000 - ?
Wonderful, thank you.

How do I convert floating point to decimal? Nvm, figured out how to use this floating point converter.
WOW that one's way better than the one in the OP, adding this right now.
 

shanus

Smash Hero
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Fox's Laser:
18D30
Hitboxes, and frame timers to shift damage of the move

18E00 is some collision for a 1 dmg hitbox, not sure when its called
 

Gaddswell

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Ivysaur's Bullet Seed:
17008

Ivysaur's Razor Leaf:
17248

Both of Ivy's have multiple collision hitboxes (they get weaker over time).

Squirtle's Water Gun:
173C0

Not sure if it's already known, but checking for offsets with just PSA isn't as tedious at it initially seems since all offsets end in 0, 4, 8, or C. So I just kept plugging away with offsets, starting with the offset given by the last subaction of the special, until I found collisions to test out.
 

[TSON]

Hella.
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I'm sure you could do that, but some moves do have a quite long gap due to all of the floating points.

I'll add those offsets in a sec.
 

Alphatron

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I know she's not an article, but can anyone find stuff for Nana in Popo's pac? Specifically, her throws.
 

Alphatron

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Thanks.

Apologies for being useless in this thread. There's alot I can't do without a computer.
 

Numbuh 214

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C948 is probably the graphic for Luigi's fireball, if anyone cares. Figured it out so's I could change it to a lightning ball; if anyone has a good graphic ID for that sort of thing, I'd much appreciate it.

(I say "probably" because I haven't been able to test it on my Wii yet, but it seems to check out; calls the right graphic and all that.)
 

[TSON]

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o.O?

Where'd you find that? I think I could do some weird stuff with that xD!
Is it before or after the article hitbox?
 

[TSON]

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All of these work in PSA:

Nana's fthrow subaction: 2D86C
Nana's bthrow subaction: 2DA0C
Nana's uthrow subaction: 2DC94
Nana's dthrow subaction: 2DE34

Enjoy, Alphatron
 

Dantarion

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EDIT: THIS **** IS KINDA WRONG.
Okay, I guess ill post my latest work in here.
I appear to have found where article action/subactions are stored.
Its gonna take a while to get OpenSA to support it, due to it being like a moveset inside a moveset, but I think I can do it this weekend.

Some notes for Hype!

0x00 - Article ID (Semiconfirmed by Mario Fireball)
0x04 - Unknown (Sometimes a value, sometimes -1)
0x08 - Unknown (Sometimes a value, sometimes -1)
0x0C - Unknown (0 offset)
0x10 - Subaction Flags?
0x14 - Action Offsets?
0x18 - Subaction Main?
0x1C - Subaction GFX?
0x20 - Subaction SFX?
0x24 - Subaction Other?
0x28 - Subaction Data (Points to area that points to the beginning of the data. Said area is also marks the end of the data)

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.
Phantom, you knewwwwwww all about thissss

Mario's Fireball.
Main Data Offset = 0x1E28C (SpecialOffset[37])
Action = 0x19558
Subaction Main(hitbox) = 0x17108
Subaction GFX = 0xC5B8
Subaction SFX = 0x10798
Data = 0x1E270-0x1E280

SUCCESS.
This would never have been possible without the people in this thread.
So far, this data matches PERFECTLY the data you guys found for Mario's fireball.


 

Dantarion

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Go to 0x1E28C (+0x80 to make up for the .pac header) in Mario's .pac

Then look at the data definition I posted. Then you will see how I came up with those offsets.
 

[TSON]

Hella.
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YES.

But the floating points mark no pattern? Are they just jampacked in next to each other? Is there no way to add a new function or change them mid-match?
 

Numbuh 214

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Before. I found it by applying the same method, but substituting the address of the GFX part of the sub-action instead of the Main part of the sub-action (which, in most cases, is far closer to the beginning of the file than the hitbox). Anyways, I'm testing right after posting this; I'll edit both my posts with my findings.

EDIT: BEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEP. Replacing it with another graphic effect apparently makes it crash.
 

Dantarion

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Actually, I looked at the first post...

All of the articles for a character appear to be in a row as far as I can tell. I have no clue how the method in the OP would work.
 

[TSON]

Hella.
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All that the OP method does is look for the hitbox of the article, which is usually the beginning of the 'article subaction' that Kirk coined. It's up to you to go lower and look for when the FPs start manually.

EDIT: The articles cannot be in a row. The Special subactions divide them.
 

AMKalmar

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0x00 - Article ID (Semiconfirmed by Mario Fireball)
0x04 - Unknown (Sometimes a value, sometimes -1)
0x08 - Unknown (Sometimes a value, sometimes -1)
0x0C - Unknown (0 offset)
0x10 - Subaction Flags?
0x14 - Action Offsets?
0x18 - Subaction Main?
0x1C - Subaction GFX?
0x20 - Subaction SFX?
0x24 - Subaction Other?
0x28 - Subaction Data (Points to area that points to the beginning of the data. Said area is also marks the end of the data)

Mario's Fireball.
Main Data Offset = 0x1E28C (SpecialOffset[37])
Action = 0x19558
Subaction Main(hitbox) = 0x17108
Subaction GFX = 0xC5B8
Subaction SFX = 0x10798
Data = 0x1E270-0x1E280
Oh! Confuse.

If the Action = 0x19558, then what about the 16 bytes between it and the Subaction Main (0x17108).
 
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