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

Rickerdy-doo-da-day

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So the hitbox IDs and stuff would be in that file rather than Peach's?
Mmm I've viewed them in BrawlBox (I don't think you can view common3.pac in PSA) but got rather confused by it xD There's only one Turnip model and 8 different face textures

I imagine it only needs one model because all the Turnips have the same shape etc. but I couldn't find knockback data or data for when a certain texture is applied to the model for example. When looking in PSA it just talks about generating 'Article 2', it doesn't seem to mention anything about the different types of Article 2 (Turnip), its either Article 2 or what I presume is a Beam Sword, Bob-omb or Mr. Saturn

Another random thing - when Peach gets hit, sometimes she'll drop a Turnip she pulled up. Sometimes the Turnip will fall to the ground and just sit there for a while when it can be picked up or it'll hit the ground and disappear...

...I'm so confused ><
 

[TSON]

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Common3 needs to be hexxed. Everything else is handled in there. And the dropping is handled by the article as well.
 

God of Humility

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I need some help. I put the arow hitbox offset (1CFB8) in the sub-routine tab. I can see the hitbox in PSA, but when I change it, it has no effect on the arrow.
 

Eldiran

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I need some help. I put the arow hitbox offset (1CFB8) in the sub-routine tab. I can see the hitbox in PSA, but when I change it, it has no effect on the arrow.
You should be able to change everything but the damage there. The damage can't be edited that way because it is being replaced by these floating points:

1CFA0 - Uncharged Arrow Damage.
1CFA4 - Full Charge Arrow Damage.
 

E-Jolteon

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Ness
0112D8 - Up Smash Start
011458 - Up Smash Release
011568 - Down Smash Start
011648 - Down Smash Release
A-are these those evil hitboxes that get in the way whenever you attempt to edit his Dsmash?

Edit: Somethings causing his Downsmash charge to crash now.. I guess I should just leave it alone for now.

Edit again: NVM, it was the animation file. Dsmash charge was corrupted somehow.
 

God of Humility

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You should be able to change everything but the damage there. The damage can't be edited that way because it is being replaced by these floating points:

1CFA0 - Uncharged Arrow Damage.
1CFA4 - Full Charge Arrow Damage.
Which are not editable in the subroutine tab, I guess...

Thanks anyway
 

Rickerdy-doo-da-day

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RicardoAvocado
Ok I've hexxed common3.pac (I think, I opened it up in a Hex Editor anyway)

Oh my

The numbers and letters are quite mind boggling. I'm still trying to find out info on Peachs Turnips (and the Beam Sword/Bob-ombs/Mr Saturns she can pluck up if I can), can anyone point me in the right direction of what to do?

Thankyou for your continued patience with me ^^"
 

[TSON]

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You need to open in BrawlBox and look for the Peach_Turnips or whatever file and export it, then open that in a hex editor.
 

Amazing Ampharos

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R.O.B. strong laser hitbox: 18978

EDIT:

Ness Pk Flash main hitbox (works like Lucas's, damage value is a dummy but other values are really used by game): 16090

Double EDIT:

The contents of this post should be added to the op. These are good offsets, and for some reason, I wasn't able to find them via my usual search methods so double props to AMKalmar for finding them.

http://www.smashboards.com/showpost.php?p=9182051&postcount=155

Triple EDIT:

Yoshi Ground Pound star hitbox: 171e8
 

Rickerdy-doo-da-day

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You need to open in BrawlBox and look for the Peach_Turnips or whatever file and export it, then open that in a hex editor.
Mmm I did that cause thats the only thing I'm interested in but I'm completely stuck now :/

I haven't got a clue what any of these numbers mean. I know you can use hex editors to change stuff ingame but I don't want to do that, I just want to look at the properties of her Turnips to find out when and why they're pulled up :/

I'm so hopeless at this xD
 

[TSON]

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oTSONo
R.O.B. strong laser hitbox: 18978

EDIT:

Ness Pk Flash main hitbox (works like Lucas's, damage value is a dummy but other values are really used by game): 16090

Double EDIT:

The contents of this post should be added to the op. These are good offsets, and for some reason, I wasn't able to find them via my usual search methods so double props to AMKalmar for finding them.

http://www.smashboards.com/showpost.php?p=9182051&postcount=155

Triple EDIT:

Yoshi Ground Pound star hitbox: 171e8
All added. But know this method is obsolete for hitboxes now. Dantarion made OpenSA2 dump projectile hitboxes, actions, and subactions.

http://opensa.dantarion.com/tmp

Just look at the animation names and you can usually decipher what they are.
 

Rickerdy-doo-da-day

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...Ok no I don't understand what any of these numbers mean at all, I don't even know what I'm looking for

I think I'm going to have stop here cause I can't keep pestering people about silly hex stuff I don't even understand. Maybe I'll just wait until someone finds out what If Compare: RA-Basic[2] <= -1 is and hope for the best
 

tsunami70875

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couple of additions :D

Mario:
17B50 - FLUDD hitbox
C5B8 - Fireball graphic

(i also look at all the FLUDD graphic calls, but i don't understand those :/)

Falco:
189A8 - Laser hitbox

Bowser:
19DE0 - Firebreath hitbox

Wolf:
193C0 - Laser hitbox

Wario:
18B08 - bike part (probably whole bike, 7 damage, reversible)
18C08 - some bike part (4 damage, non reversible)

Ice Climbers:
16690 - ice block hitbox
170B8 - blizzard hitbox

EDIT:
forgot ZSS:

16F38 - paralyzer hitbox
16FC0 - another nonreversible collision -full charge of paralyzer? (6%)
 

SSJ4Kazuki

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[06:12:07] TaroNuke (SSJ4Kazuki): YOUR ARTICLE ID IS WOOOORNG
[06:12:08] TaroNuke (SSJ4Kazuki): xD
[06:12:13] TaroNuke (SSJ4Kazuki): for TL's rang
[06:15:12] TaroNuke (SSJ4Kazuki): 1D060 - Boomerang Outgoing Hitbox ([TSON])
1D380 - Boomerang Returning Hitboxes ([TSON])
[06:15:15] TaroNuke (SSJ4Kazuki): is wrong
[06:15:30] TaroNuke (SSJ4Kazuki): 1D380 is boomerang outgoing hitboxes
[06:15:38] TaroNuke (SSJ4Kazuki): 1d060 is arrows
[06:16:13] TaroNuke (SSJ4Kazuki): am now going to manually enter offsets till I find rang returning hitboxes
[06:16:57] TaroNuke (SSJ4Kazuki): (I know the offsets are in increments of 4: 0, 4, 8, C, 0)
[06:18:06] TaroNuke (SSJ4Kazuki): found
[06:18:32] TaroNuke (SSJ4Kazuki): 1D388 is boomerang returning hitbox
[06:20:27] [TSON]: yeah well
[06:20:29] [TSON]: ur fat
[06:20:29] [TSON]: :V

tl;dr:
:toonlink:
1D060 - Arrow Hitbox ([TSON], corrected by SSJ4Kazuki)
1D380 - Boomerang Outgoing Hitboxes ([TSON], corrected by SSJ4Kazuki)
1D388 - Boomerang Returning Hitbox (SSJ4Kazuki)


Tson's fixing the first post.

EDIT: I was wrong.

1D060 - Arrow Hitbox ([TSON], corrected by SSJ4Kazuki)
1D380 - Boomerang Outgoing Hitboxes ([TSON], corrected by SSJ4Kazuki)
1D388 - Boomerang Late Hitbox (SSJ4Kazuki, corrected by [TSON])
1D418 - Boomerang Returning Hitbox ([TSON])
 

Sosuke

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1D060 - Arrow Hitbox ([TSON], corrected by SSJ4Kazuki)
1D380 - Boomerang Outgoing Hitboxes ([TSON], corrected by SSJ4Kazuki)
1D388 - Boomerang Late Hitbox (SSJ4Kazuki, corrected by [TSON])
1D418 - Boomerang Returning Hitbox ([TSON])
So are these all the hitboxes in total, or just the ones found so far? (sorry, new to the projectile hitbox stuff)
 

God of Humility

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Say I wanted to edit Link's arrows' damage charged or uncharged. How would I do that? If someone could simply explain to me how to do simple modifications in hex editor, or link me to one, I would be grateful. Thanks.
 

[TSON]

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So are these all the hitboxes in total, or just the ones found so far? (sorry, new to the projectile hitbox stuff)
Yeah, that's all of them (other than bombs, which are in a totally different file)

Say I wanted to edit Link's arrows' damage charged or uncharged. How would I do that? If someone could simply explain to me how to do simple modifications in hex editor, or link me to one, I would be grateful. Thanks.
http://www.hexworkshop.com/

In the OP it says:

"1CFA0 - Uncharged Arrow Damage.
1CFA4 - Full Charge Arrow Damage."

So you would open FitLink.pac, scroll down until you're at 1CFA0 or w/e. This number is a floating point. So you would need to go here:
http://babbage.cs.qc.edu/IEEE-754/Decimal.html

Convert the number you wanna change it to to a floating point. Let's say we want to change uncharged to 2%. So you plug in 2 at the top, then click "Not Rounded". It spits out 40000000 in the hexadecimal field. So now what you do is you replace whatever is at 1CFA0 with 40000000. Then you're done.
 

shanus

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Thats how its always been. The laser hitboxes are defined, then timers change the damage on them. Thats how we adjusted it in B+ for distance based damage
 

Eldiran

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Aw man. *kicks empty can* I was hoping there was some kind of "angle article" command going on behind the scenes.

Good to know though. Nice lookin' build you got there, too.
 

Amazing Ampharos

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This isn't article stuff but...


Nana's dair subaction: 2d234
Nana's fsmash subaction: 2c1e4
Nana's usmash subaction: 2c3e4
Nana's dsmash subaction: 2c7ac
Nana's pummel subaction: 2d664

I'm sure someone, somewhere, will find this useful other than me.
 

Amazing Ampharos

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Finding those five sub-actions took me so much time; I feel like that was time wasted...

Oh well, good stuff Dantarion, as per usual.
 

[TSON]

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I know, I just find it rather funny to refer to a girl with the AI of a slice of bread a projectile :I

Also when will we be seeing this release?
 

Sosuke

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Can someone please link me to Fox's .pac file? I'm not exactly sure where to find those.
 
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