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

[TSON]

Hella.
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Articles have actions and subactions. This makes everything so much more complicated until one of the SAs have article support, but it opens more possibilities at the same time.

Dant went over the following and showed me along the way:
Lucario Force Palm: 184A8
Charge Shot Subaction: 1AFA8
Charging hitbox: 17A50
Smallest Charge Shot GFX: C918
10C08 = sfx tab for all charge shot subactions


Articles use Action 0 to call Subaction 0, which is "Start"
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
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Articles use Action 0 to call Subaction 0, which is "Start"
That was just charge shot TSON :D

Looked at Olimar tonight. His pikmin will soon be under our control.
I am going to write a python script that just dumps the offsets so that you guys can get crackin',
its gonna be a while before I add support for it into OpenSA2, and a long while until edit support, etc.
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
I posted this in the Dr. Mario thread already but...

0xC558 - fireball landing effect (TSON)
0xC5B8 - fireball trail effect (Dant)
 

Numbuh 214

Smash Apprentice
Joined
May 31, 2006
Messages
91
Yeah, this is already in some other thread, but...

0xC948 - Luigi's fireball graphic (can be shrunk and probably moved, but not changed otherwise to my knowledge)

Found it when I was trying to give Luigi a "Thunder Ball" (I know thunder is the sound, but tell that to Pokémon); I've since given up due to getting a crash from editing the texture AND from changing the graphic to a lightning graphic.
 
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Well this is odd.

I was browsing ROB's file (okay, stumbling blindly around trying to make his lazer always have some charge) and I came across a bizarre offset: offset 1780. It's absolutely full of some kind of weird data, but PSA gives me an offset error, that it "isn't a valid events list". I then went and checked Ike's file and found exactly the same thing at exactly the same offset. Same with everyone else I opened. Is this known? Could this be valuable info?
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
So, I pick up my laptop, sit down, and get to work early in the morning...
Code:
##########################################
# Article 4
##########################################
Unknown 1: -1
Unknown 2: -1
Unknown 3: 123968
##########################################
# Actions
##########################################
Action 0x0
@191C0
Regular, 
-----------|START|--------------------------
Change Action(2) - ID=0x1, Requirement=Hit Something
Change Action(2) - ID=0x1, Requirement=Hit Wall
Change Action(2) - ID=0x2, Requirement=Compare, Variable=LA-Basic[0][4], Comparison=0x1, Variable=0.00x
!Animation Command-00! 0D000200 - 0x4, @19150
Change Subaction - Regular
----------------------------|END|-----------

Action 0x1
@19208
Clash, 
-----------|START|--------------------------
Change Subaction - Clash
Visibility - False
Asynchronous Timer - Frames=2.00x
Terminate Instance
----------------------------|END|-----------

Action 0x2
@19248
Die, 
-----------|START|--------------------------
Change Subaction - Die
Visibility - False
Asynchronous Timer - Frames=2.00x
Terminate Instance
----------------------------|END|-----------

##########################################
# Subaction 0
##########################################
Name: Regular
In Transition Time: 0
No Out Transition: False
Loop: False
Moves Character: False
Unknown 1: False
Unknown 2: False
Unknown 3: False
Transition Out From Start: False
Unknown 4: False

Subaction Main 0x0
@17B50

-----------|START|--------------------------
Special Offensive Collision - 0x0, 0x0, 0x37, 0x200064, 0x0, 2.40x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x1A431212, 0x0, 0xC0CFFFC3
----------------------------|END|-----------

Subaction GFX 0x0
@CE30

-----------|START|--------------------------
External Graphic Effect - File#=0x1000A, Bone=0x0, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Z Rotation=0.00x, Y Rotation=0.00x, X Rotation=0.00x, Size=1.00x, Anchored?=True
----------------------------|END|-----------

Subaction SFX 0x0
@FFFFFFFF

##########################################
# Subaction 1
##########################################
Name: Clash
In Transition Time: 0
No Out Transition: False
Loop: False
Moves Character: False
Unknown 1: False
Unknown 2: False
Unknown 3: False
Transition Out From Start: False
Unknown 4: False

Subaction Main 0x1
@FFFFFFFF

Subaction GFX 0x1
@CEC0

-----------|START|--------------------------
!Effect-00! 11001000 - 0x10008, 0x0, 0.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0.00x, False
----------------------------|END|-----------

Subaction SFX 0x1
@FFFFFFFF

##########################################
# Subaction 2
##########################################
Name: Die
In Transition Time: 0
No Out Transition: False
Loop: False
Moves Character: False
Unknown 1: False
Unknown 2: False
Unknown 3: False
Transition Out From Start: False
Unknown 4: False

Subaction Main 0x2
@FFFFFFFF

Subaction GFX 0x2
@FFFFFFFF

Subaction SFX 0x2
@FFFFFFFF
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
Well, I tested those offsets but you two told me about them.
Mario's Fireball.
Main Data Offset = 0x1E28C (SpecialOffset[37])
Action = 0x19558
Subaction Main(hitbox) = 0x17108
Subaction GFX = 0xC5B8
Subaction SFX = 0x10798
Data = 0x1E270-0x1E280
Check 0xC558 and 0xC5B8 in PSA. I can't test myself but they are the only two that make any sense
 

Eldiran

Smash Lord
Joined
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Messages
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Location
Pennsylvania
That looks really cool, Dant. Was that auto-formatted? (As in, have you discovered a way to find this info automagically?)

Also, whose article is that?
 

superyoshi888

Smash Lord
Joined
Apr 8, 2008
Messages
1,026
Kirby's articles for abilities are included with his hats, right? They might be of some use(even if you would have to hex it because PSA doesn't support kirby hats).
 

Dantarion

Smash Champion
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Kirby's articles for abilities are included with his hats, right? They might be of some use(even if you would have to hex it because PSA doesn't support kirby hats).
OpenSA supports the Kirby hat .pac's
(Seriously PW, what did you do to make it NOT open DDD and Pokemon)

Eldiran, thats OSA2
OpenSA2 Dump GUI that supports dumping articles coming soon.
(Also, it has a nifty "articles only" option that will come in handy for people in this thread)
 

Eldiran

Smash Lord
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OpenSA supports the Kirby hat .pac's
(Seriously PW, what did you do to make it NOT open DDD and Pokemon)



OpenSA2 Dump GUI that supports dumping articles coming soon.
(Also, it has a nifty "articles only" option that will come in handy for people in this thread)
Sweet! That implies that we are close to having a proper article editor. That would be brilliant.

Or at the very least, soon we will have a proper understanding of editing articles.
 

Dantarion

Smash Champion
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Eldiran, you will soon be able to turn on the "Offsets Only" and "Articles Only" mode in OpenSA2 Dump GUI, and it will dump a list of PSA compatible offsets for you to use. It will also print the offsets of the data section, but that will require a hex editor, as they are more like attributes.

EDIT: OpenSA2 Dump Gui v1.0.3647.38581 has been published. http://opensa.dantarion.com/ Supports Articles.

Edit: Fixed a crash related to the "Known Subroutines" section of the dump.
 

[TSON]

Hella.
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I installed and got v1.0.3647.39175, and Offsets only was disabled.. Is it supposed to be like that?
 

[TSON]

Hella.
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OK.

Hmm... Doesn't seem to be working. I tried with ROB first...

Code:
##########################################
# OpenSA2 Version 1.0.3647.39175
##########################################
##########################################
# F:\private\wii\app\RSBE\pf\fighter\robot\FitRobot.pac
##########################################
Filename: F:\private\wii\app\RSBE\pf\fighter\robot\FitRobot.pac

Moveset Total Size: 163068

Data Size: 138016

Offset Table Count: 5469

Data Section Count: 1

External Subroutine Count: 79

Unknown1(Always 0?): 0

Unknown2(Always 0?): 0

Unknown3(Always 0?): 0


##########################################
# Articles
##########################################
##########################################
# Successful Parse
##########################################
Then I tried Zelda and Yoshi and got the same results.

EDIT: And unchecking Articles Only makes it crash on Parse :/
 

Sosuke

Smash Obsessed
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Switch FC
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Hex help? Would this be the right place to ask for help with Toon Link's projectile hitbubbles?

Sorry if it's not. ^_^;
 

[TSON]

Hella.
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Nope. It's the right place. I'll go get them right now : D

(Note that bombs are in Common3 and I'm too lazy to download that and search it, but will get around to it eventually :p)

EDIT: For starters...

1D060 - Boomerang Outgoing Hitbox ([TSON])
1D380 - Boomerang Returning Hitboxes ([TSON])
 

humble

Smash Ace
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Messages
888
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Just thought I should point out on the list, you use for an example sheiks chain in your original chat, but on the list you don't have the chain. Any reason for that?
 

[TSON]

Hella.
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Sheik's chain is an article but its hitboxes are actually controlled by the Subaction, so there's no need to :p
 

AMKalmar

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Why can't I find Ness' PK Flash stuff? I want its hurtbox (checks when it hits a floor/wall/ceiling), and the explosion offensive collision.
 

[TSON]

Hella.
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oTSONo
dat azz

169C0 - Ness PK Flash Offensive Collision (Dantarion/[TSON])

Don't see the wall collision check.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Sheik's chain is an article but its hitboxes are actually controlled by the Subaction, so there's no need to :p
So, is there a way to find the 'Generate Article' for the Side-B? I figure we can't put hitboxes on the Side-B because it applies to the chain only. >.>
 

[TSON]

Hella.
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that may not necessarily be true. I don't think the chain is even an article, I think it's part of Sheik's model, like Ness's bat
 

Dantarion

Smash Champion
Joined
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Messages
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Location
Santa Barbara, CA
Shieks stuff, printed out by OpenSA2. Somethings wrong with the animation names :(
Code:
##########################################
# OpenSA2 Version 1.0.3648.18733
##########################################
##########################################
# W:\brawl_hax\brawl_dump\fighter\sheik\FitSheik.pac
##########################################
Filename: W:\brawl_hax\brawl_dump\fighter\sheik\FitSheik.pac
Moveset Total Size: 150299
Data Size: 126292
Offset Table Count: 5172
Data Section Count: 3
External Subroutine Count: 80
Unknown1(Always 0?): 0
Unknown2(Always 0?): 0
Unknown3(Always 0?): 0
##########################################
# Articles
##########################################
##########################################
# Article 0@1E574 
##########################################
Unknown 1: -1
Unknown 2: -1
Unknown 3: 124040
##########################################
# Actions
##########################################
Action 0x0
@191C8
Move, 
-----------|START|--------------------------
Basic Variable Set - IC-Basic[192], LA-Basic[3]
Basic Variable Set - IC-Basic[192], LA-Basic[4]
Change Subaction - Move
!Animation Command-00! 0D000200 - 0x4, @19168
----------------------------|END|-----------

Action 0x1
@19228
Drop, 
-----------|START|--------------------------
Basic Variable Set - IC-Basic[192], LA-Basic[3]
Basic Variable Set - IC-Basic[192], LA-Basic[4]
Change Subaction - Drop
!Animation Command-00! 0D000200 - 0x4, @19168
----------------------------|END|-----------

Action 0x2
@192F8
Stay, 
-----------|START|--------------------------
!Character Specific-0A! 0C0A0000
!Ground-0B! 080B0100 - 0xFF
Basic Variable Set - IC-Basic[193], LA-Basic[3]
Basic Variable Set - IC-Basic[193], LA-Basic[4]
Change Subaction - Stay
!Animation Command-00! 0D000200 - 0x4, @19280
Synchronous Timer - Frames=1.00x
Terminate Collisions
----------------------------|END|-----------

Action 0x3
@19380
Jump, 
-----------|START|--------------------------
!Character Specific-0A! 0C0A0000
Basic Variable Set - IC-Basic[193], LA-Basic[3]
Basic Variable Set - IC-Basic[193], LA-Basic[4]
Change Subaction - Jump
!Animation Command-00! 0D000200 - 0x4, @19168
Synchronous Timer - Frames=1.00x
Terminate Collisions
----------------------------|END|-----------

##########################################
# Subaction 0
##########################################
Name: Move
In Transition Time: 0

Subaction Main 0x0
@16098
-----------|START|--------------------------
Special Offensive Collision - 0x20000, 0x3, 0x0, 0x22, 0x18, 2.40x, 0.00x, 0.00x, 0.00x, 0.00x, 0.50x, 1.00x, 0x2410602, 0x10, 0x40CFFFC0
Special Offensive Collision - 0x20001, 0x3, 0x46, 0x22, 0x18, 2.40x, 0.00x, 0.00x, 0.00x, 0.00x, 0.50x, 1.00x, 0x2420602, 0x10, 0x40CFFFC0
Asynchronous Timer - Frames=15.00x
!Collision-01! 06010200 - 0x0, 0x2
!Collision-01! 06010200 - 0x1, 0x2
----------------------------|END|-----------

Subaction GFX 0x0
@AE88
-----------|START|--------------------------
!Effect-00! 11001000 - 0xE000F, 0x0, 0.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0.80x, 0.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0.00x, True
----------------------------|END|-----------

Subaction SFX 0x0
@EA88
-----------|START|--------------------------
Sound Effect - ID=0x1030
----------------------------|END|-----------

##########################################
# Subaction 1
##########################################
Name: Drop
In Transition Time: 0

Subaction Main 0x1
@FFFFFFFF

Subaction GFX 0x1
@FFFFFFFF

Subaction SFX 0x1
@FFFFFFFF

##########################################
# Subaction 2
##########################################
Name: Stay
In Transition Time: 0

Subaction Main 0x2
@FFFFFFFF

Subaction GFX 0x2
@FFFFFFFF

Subaction SFX 0x2
@FFFFFFFF

##########################################
# Subaction 3
##########################################
Name: Stick
In Transition Time: 0

Subaction Main 0x3
@FFFFFFFF

Subaction GFX 0x3
@FFFFFFFF

Subaction SFX 0x3
@FFFFFFFF

##########################################
# Subaction 4
##########################################
Name: Jump
In Transition Time: 0

Subaction Main 0x4
@FFFFFFFF

Subaction GFX 0x4
@FFFFFFFF

Subaction SFX 0x4
@FFFFFFFF


##########################################
# Article 1@1E688 
##########################################
Unknown 1: 1
Unknown 2: 30
Unknown 3: 124332
##########################################
# Actions
##########################################
##########################################
# Subaction 0
##########################################
Name: Dummy
In Transition Time: 0

##########################################
# Subaction 1
##########################################
Name: Ã=ÌÌÃ?¦ff=uÂÂ?Ù™š=ê=#×
?õÂÂAð
In Transition Time: 0

##########################################
# Subaction 2
##########################################
Name: ÌÌ�¦ff=uÂ�Ù™š=ê=#×
?õÂÂAð
In Transition Time: 0

##########################################
# Subaction 3
##########################################
Name: �¦ff=uÂ�Ù™š=ê=#×
?õÂÂAð
In Transition Time: 0

##########################################
# Subaction 4
##########################################
Name: ÃŒÃ=ÌÌÃ?¦ff=uÂÂ?Ù™š=ê=#×
?õÂÂAð
In Transition Time: 0

##########################################
# Subaction 5
##########################################
Name: ÃŒÃ=ÌÌÃ?¦ff=uÂÂ?Ù™š=ê=#×
?õÂÂAð
In Transition Time: 0

##########################################
# Subaction 6
##########################################
Name: =ÌÌ�¦ff=uÂ�Ù™š=ê=#×
?õÂÂAð
In Transition Time: 0

##########################################
# Subaction 7
##########################################
Name: ÃŒÃ=ÌÌÃ?¦ff=uÂÂ?Ù™š=ê=#×
?õÂÂAð
In Transition Time: 0

##########################################
# Subaction 8
##########################################
Name: =ÌÌ�¦ff=uÂ�Ù™š=ê=#×
?õÂÂAð
In Transition Time: 0

##########################################
# Subaction 9
##########################################
Name: ÃŒÃ=ÌÌÃ?¦ff=uÂÂ?Ù™š=ê=#×
?õÂÂAð
In Transition Time: 0

##########################################
# Subaction A
##########################################
Name: =ÌÌ�¦ff=uÂ�Ù™š=ê=#×
?õÂÂAð
In Transition Time: 0

##########################################
# Subaction B
##########################################
Name: Ì�¦ff=uÂ�Ù™š=ê=#×
?õÂÂAð
In Transition Time: 0

##########################################
# Subaction C
##########################################
Name: 
In Transition Time: 0

##########################################
# Subaction D
##########################################
Name: 
In Transition Time: 0

##########################################
# Subaction E
##########################################
Name: 
In Transition Time: 0

##########################################
# Subaction F
##########################################
Name: 
In Transition Time: 0

##########################################
# Subaction 10
##########################################
Name: 
In Transition Time: 0

##########################################
# Subaction 11
##########################################
Name: 
In Transition Time: 0

##########################################
# Subaction 12
##########################################
Name: N/A
In Transition Time: 0

##########################################
# Subaction 13
##########################################
Name: 
In Transition Time: 0

##########################################
# Subaction 14
##########################################
Name: 
In Transition Time: 0

##########################################
# Subaction 15
##########################################
Name: N/A
In Transition Time: 0

##########################################
# Subaction 16
##########################################
Name: LÃŒÃ=ÌÌÃ?¦ff=uÂÂ?Ù™š=ê=#×
?õÂÂAð
In Transition Time: 0
No Out Transition, 
##########################################
# Subaction 17
##########################################
Name: LÃŒÃ=ÌÌÃ?¦ff=uÂÂ?Ù™š=ê=#×
?õÂÂAð
In Transition Time: 0
No Out Transition, 

##########################################
# Article 2@1E798 
##########################################
Unknown 1: 1
Unknown 2: 30
Unknown 3: 124608
##########################################
# Actions
##########################################
Action 0x0
@FFFFFFFF

Action 0x1
@FFFFFFFF

Action 0x2
@FFFFFFFF

Action 0x3
@FFFFFFFF

Action 0x4
@FFFFFFFF

Action 0x5
@FFFFFFFF

Action 0x6
@FFFFFFFF

Action 0x7
@18448
-----------|START|--------------------------
Basic Variable Set - 0x5, RA-Basic[0]
Basic Variable Set - 0x8, RA-Basic[1]
Float Variable Set - IC-Basic[164], RA-Float[1]
Float Variable Set - IC-Basic[165], RA-Float[2]
Bit Variable Set - RA-Bit[3]
Visibility - True
----------------------------|END|-----------

Action 0x8
@FFFFFFFF

Action 0x9
@FFFFFFFF

##########################################
# Subaction 0
##########################################
Name: Start
In Transition Time: 0

##########################################
# Subaction 1
##########################################
Name: AppealSR
In Transition Time: 0

##########################################
# Subaction 2
##########################################
Name: AppealSL
In Transition Time: 0


##########################################
# Article 3@1E80C 
##########################################
Unknown 1: -1
Unknown 2: -1
Unknown 3: 124880
##########################################
# Actions
##########################################
##########################################
# Subaction 0
##########################################
Name: Explosion
In Transition Time: 0

Subaction Main 0x0
@16A48
-----------|START|--------------------------
Special Offensive Collision - 0x0, 0xF, 0x3C, 0x50, 0x32, 14.00x, 0.00x, 0.00x, 0.00x, 0.00x, 1.00x, 1.00x, 0x23031645, 0x0, 0x4FFFC0
Synchronous Timer - Frames=3.00x
!Collision-02! 06020200 - 0x0, 4.92x
Synchronous Timer - Frames=3.00x
!Collision-02! 06020200 - 0x0, 2.46x
Synchronous Timer - Frames=3.00x
Terminate Collisions
Synchronous Timer - Frames=1.00x
Terminate Instance
----------------------------|END|-----------

Subaction GFX 0x0
@FFFFFFFF

Subaction SFX 0x0
@EAC0
-----------|START|--------------------------
?Victory Sound? - 0x1025
----------------------------|END|-----------


##########################################
# Successful Parse
##########################################
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
dat azz

169C0 - Ness PK Flash Offensive Collision (Dantarion/[TSON])

Don't see the wall collision check.
That's PK Starstorm. Which doesn't make sense to me because it says 14 damage but deals 20 damage in game.

And I can't figure out what this is 0164A0. The hex editor it can't find it but it's in the subroutines.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
That's PK Starstorm. Which doesn't make sense to me because it says 14 damage but deals 20 damage in game.

And I can't figure out what this is 0164A0. The hex editor it can't find it but it's in the subroutines.
14 in hex = 20 damage

10 = 16 +4
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
Oh duh... wow. For some reason I thought that was decimal. Sorry.
0164A0 is just PK Thunder Rocket which doesn't need subroutines to be edited.

I would also like to know the offset for PSI Magnet (absorption not wind). Ness has no defensive collisions (06170300) so I don't know what to look for.

Ness
0112D8 - Up Smash Start
011458 - Up Smash Release
011568 - Down Smash Start
011648 - Down Smash Release
 

Dantarion

Smash Champion
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May 21, 2007
Messages
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Location
Santa Barbara, CA
Okay, updated OpenSA2 - Dump to version 1.0.3649.21251

Fixed:
Major improvement to brute forcing the article offsets. Should find ALL currently known articles.
Hasn't been tested on all characters, but I will do that soon.

Thanks to TSON for testing my app and finding that it just outright CRASHED on certain characters, and didn't work at all on PSA'd .pacs.

It should now. If you have it already, run it again to update it.
If not...http://opensa.dantarion.com/opensa2/dumpgui/setup.exe

EDIT. Decided to batch it.
Here is a dump of all the offsets for EVERYTHING that this app currently finds...for all characters.
The only thing I know of that is messed up is the pikmin animation names, and Nana doesn't appear in Popo's file.
http://www.megaupload.com/?d=0QCVFQRY
Posted the full versions of these article dumps at http://opensa.dantarion.com/tmp/
 

[TSON]

Hella.
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oTSONo
That's PK Starstorm. Which doesn't make sense to me because it says 14 damage but deals 20 damage in game.

And I can't figure out what this is 0164A0. The hex editor it can't find it but it's in the subroutines.
...Oh lol. My bad
 

Rickerdy-doo-da-day

Smash Master
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RicardoAvocado
Ok I have a question but I'm not entirely sure if its the right place to ask

Most of you probably know I've been trying to find out how Peachs Down Special works but I'm paticularly curious about her crippled Beam Sword swings, I looked on BrawlBox and I couldn't find them and I don't think they're on PSA either

Is there a seperate article dedicated to her crippled Beam Sword?

Also, I looked at the OP of this thread and found the offset of her Down Special (2159C), entered it into the Sub Routine box and added 80 to it (which is 215DC I think? Am I doing this right so far?) and I got a bunch of numbers...which unsurprisingly, I don't understand xD

I think it might be related to her Turnip pull though because the first section seems to have a duration of around 30 frames and it also has an 'Else' block with two Graphic effects. In the Modify section, both of these have a Parameter called 'Undefined' (appears to effect whether the graphic is a seperate object from the character or parented with the character) which is boolean and set to true. I was wondering, is this data for her pulling up an item (e.g. Beam Sword) because something happens on frame 2 (completely forgotten what asynchronous timers are :/) whereas in the first section before the 'Else' block, something first happens on frame 16. I'm wondering if this is the item Peach is pulling up appearing because when she pulls up a Turnip, you have wait a bit before the actual vegetable part of the Turnip appears with the face on whereas if you pull up an item, it appears almost the instant you start her Down Special as you can see it in her hands when shes got them plucking in the ground

...

Am I talking complete garbage here by any chance?

I couldn't find any hitbox event ID thingy for her Turnips although that's not really too surprisingly since her Turnip pull doesn't actually have any hitboxes

Sorry if I'm being a pain :x
 
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