[TSON]
Hella.
It's an external graphic effect.
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That's... amazing. Snake would.My mind just got blown.
Some of Snake's articles...have their own articles.
The mortar launcher is an article of snake...but the mortar missile itself is an article of the mortar launcher.
"YO DAWG, I HERD YOU LIKE ARTICLES SO I PUT ARTICLES IN YO ARTICLES SO YOU CAN HEX WHILE YOU HEX"
Too ****ing good.
Dude wtf lol, amazing work. Should make hexing easier and more fun. :3TSON, use latest OpenSA2.
Look at the article tab. Should have accurate data section for ALL ARTICLES.
My mind just got blown.
Some of Snake's articles...have their own articles.
The mortar launcher is an article of snake...but the mortar missile itself is an article of the mortar launcher.
"YO DAWG, I HERD YOU LIKE ARTICLES SO I PUT ARTICLES IN YO ARTICLES SO YOU CAN HEX WHILE YOU HEX"
Too ****ing good.
I don't actually know how to work that equation either, even after finding Ganon's sword bone... basically, you should just muck about around the article's offset given by OpenSA2.I wish there was an easy way to find the bone the article is attached to... Or if someone would explain the equation " [[[0x64] + ([0x68] * 0x4) + 0x80] + 0x80]" for me <_>
Ganon's sword bone offset is this: 21CD3PhantomWings said:Here should be the locations for Mario's Cape and FLUDD
0x1E38C - Cape(root = 0x1E384)
0x1E490 - FLUDD(root = 0x1E488)
Cheers.
That is a good question. I only know the bones of a few characters, so I can't really make a blanket statement... though it seems like either/or is more likely.Eldiran, is it ALWAYS unknown2? or is it sometimes unknown3
Yay! Are any of the new improvements reflected at opensa.dantarion.com/tmp/? If not, that's cool.Pushed out latest OpenSA update, should show more articles(Peach is fixed)
Those are continuous instructions contained in the same subaction. It's actually one long subaction starting at 199F0. Adding 8 to most subactions just brings the index to the next instruction in a subaction (which hides what was previously the first instruction).199F0
199F8
...
19E50
19E58
19E60
Most of them seem to follow a pattern. Have x number of SOC. Next offset will not have the first hitbox of the last offset. I don't know if these offsets are helpful or not. I looked at them in PSA and none of them seem like they would be for the gyro.![]()