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

.Fade

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Are these NOT shown in OpenSA2 or something?

I could make this thread EXPLODE with offsets, but Id rather people just use OpenSA2.

Since rob's Gyro is held, its in common3.pac
Does it find Nana's hitboxes? =)
 

NAMQ_DrunkeNFeasT

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yes it does.
so... with OpenSA2 :o, can we be able to edit nana's hotboxes and all?

also, my real interest right now is how to Read/View the hitbox data on items such as pokemons and assist trophies, or even SSE enemies and bosses

with this, ripping animations from those will just make PSA easy mode to collect the right hitbox data from them :)
 

[TSON]

Hella.
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OpenSA lets you see them and where they are but to edit them you need to paste the offset into your hex editor/PSA
 

God of Humility

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Does anyone know how to make Pit's arrows uncontrollable? That is, to always make them go in a straight line? I know I'll need to hex edit, so what is the offset?
 

[TSON]

Hella.
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Wario's Bike.

18D48 - ?
18D4C - ?
18D50 - Aerial Inital Jump Height
18D54 - Grounded Top Speed
18D58 - Grounded Air Resistance
18D5C - Grounded Acceleration
18D60 - Aerial...Speed?
18D64 - Aerial Air Resistance
18D68 - ?
18D6C - ? ...Seems to negate Aerial Initial Jump... Dunno what it is though.
18D70 - Aerial Max Fallspeed
18D74 (Hex) - ?
18D78 - Damage Growth Constant (Equation is roughly something like Speed (in Units) x this = damage output. At fullspeed with this set to 100, the hitbox did 699%-744%)
18D7C - ? ...Made my hitbox vanish no matter what I did to it :/
18D80 - ? ...Aerial Air Resistance again?! Might be being paranoid.
-(lots of ?s)-
18D94 - Aerial Rotation Speed
----(hell of a lot of ?s)----
18DC4 - Falling chance on turn; lower = more common?
18DC8 - See above
 

.Fade

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Any clue how I would go about finding what bone Ike's throwing Ragnell is attached to?
 

[TSON]

Hella.
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It might not me attached to a bone. But I know personally I'm not too familiar with finding bones, they're in a weird place.
 

[TSON]

Hella.
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IT IS PIKMIN TIEM NOA.

Watch this post.

1D4B0 - Pikmin 'Safespot' Olimar-Distance (How far the 'ideal' position for the Pikmin to stand is from olimar. Higher = farther)
1D4B4 - Pikmin 'Safespot' Spacing (The distance between the pikmin's safespots)
1D4B8 - Pikmin Runspeed
1D4BC - ?
1D4C0 - Effort (When set to 100, they just stand still whenever you idle and you can run away from them and through them and they won't care. Only if you whistle or do certain moves will they respond, and even then, only some of them do. What's cool about this is, you can have many Pikmin safeboxes all around the stage, and choose from only the ones you're overlapping, regardless of order. You could definitely do some cool stuff with this.)
1D4C4 - ?
1D4C8 (Hex) - Desynch Death Time (How long a desynched Pikmin has to live)
1D4CC (Hex) - Desynch Warning Time (How long to wait before flashtinting a desynched pikmin to warn the olimar player that it is about to die)
1D4D0 - ?
1D4D4 - ?
1D4D8 - ?
1D4DC - ?
1D4E0 - Pikmin Pluck Initial Pikmin Horizontal Momentum
1D4E4 - Pikmin Pluck Initial Pikmin Vertical Momentum
1D4E8 - Pikmin Pluck Angle (Inverted Radians)
1D4EC (Hex) - Olimar-Pikmin Interaction Box Size... Or something like that. Lets you remotely control solo pikmin ;)
1D4F0 - Pikmin Teleport Box Size (Lets you grab pikmin from across the stage for usage immediately with fair and dair and such.)
1D4F4 - ?
1D4F8 (Originally set to 0...?) - ?
1D4FC - Pikmin Fsmash Acceleration
1D500 - Pikmin Fsmash Deceleration
1D504 - Pikmin Fsmash ...?
1D508 - Pikmin Fsmash Angle (Radians)
1D50C - Pikmin Fsmash Gravity
1D510 - Pikmin Usmash Initial Momentum
1D514 - Pikmin Usmash Gravity
1D518 - Pikmin Usmash ?
1D51C - Pikmin Usmash ?
1D520 (Hex) - ?
1D524 (Hex) - ?
1D528 (Hex) - ?
1D52C - SideB Throw Power?

EDIT: I could use some help... There's a lot in here.

EDIT2: You guys suck :p

1D054 - TL's arrow gravity
 

shanus

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so that box size is probably what enables pikmin desyncs when hit
 

[TSON]

Hella.
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Right. Hyphen smashes probably set it off a lot. It's also slightly below olimar by default so thats why you can do some weird stuff at the edge of the stage.
 

[TSON]

Hella.
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'Tis waddle dee tiem indeed.

2A1F8 - Minion Wall Collision Disjoint? 5 = normal. -100 turned off wall collision altogether. 100 has... weird qualities.
 

standardtoaster

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For Pit, here's what I've found so far along the lines of floating points.

1A634 - up arrow speed, smaller the number the slower it goes and
vice versa
1A638 - Arrow control radius, larger the number the larger the
radius and vice versa
1A644 - Damage multiplier (haven't found an exact formula on this
but the larger it is the more it multiplies)
 

standardtoaster

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Figured out some more of the floating points for Pit's arrow.

1A618 - no clue
1A624 - no clue
1A62C - side arrow speed, larger the number the faster it goes and vice versa
1A630 - angle at which the up arrow initially shoots at
1A634 - up arrow speed, larger the number the faster it goes and vice versa
1A638 - Arrow control radius, larger the number the larger the radius and vice versa
1A640 - Base damage
1A644 - Damage multiplier (haven't found an exact formula on this but the larger it is the more it multiplies)
 

[TSON]

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1B678 - Sonic Homing Attack Range (How far it will try to home in from)
1B680 - Sonic Spring Initial Height (How high off of the ground foes are when they start their 'i just bounced off of this' animation)
1B684 - Sonic Spring Duration (Frames)
1B68C - Sonic Spring Fallspeed
1B690 - Same as 1B680?
 

camelot

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TSON - you didn't happen to find a hex value for how much vertical momentum Sonic gets from his spring, did you? Sonic's spring momentum is really wonky in P:M right now. I'm guessing you were hoping to find it.
 

[TSON]

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I did. 1B690 is iirc. However it seems to affect foes bouncing off of the spring too... So I don't recommend using it unless you have a planned workaround (or if the ugrav increase affects them too)
 

[TSON]

Hella.
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Ooo, we doin some homing attack noa.

24FC0 - Initial Vertical Velocity on Charge
24FC4 - Momentous Growth on Aerial Charge
24FC8 - Momentum Conservatism on charge (Set to 2, it will multiply current momentum by 2. Set to 0.5, current momentum will be halved. Etc.)
24FCC - Minimum startup - Injects into one of the RA-Basic variables...Don't remember which though. (Hex)
24FD0 - Maximum startup - Injects into one of the RA-Basic variables...Don't remember which though. (Hex)
24FD4 - Maximum Curve. Lower number = smaller curves (lol). (Please credit me if you use this, since you know, it is a big find :p)
24FD8 - Homing Intensity. Lower number = better homing. (Please credit me if you use this too :) )
24FDC - Homing Wind Resistance. (Higher number = travel slower, and cancel before you reach your target if too high.)
24FE0 - ...I don't even know. It makes Sonic spin in place for a little bit if he misses, no matter what you do to it. Raise, or lower. So w/e.

Will continue tomorrow with Shanus :)
 

[TSON]

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K it's minion tiem. Nothing else in homing attack is useful.

2A15C - Minion Tap-Throw Momentum (Affects all)
2A160 - Minion Smash-Throw Momentum(Affects all)

These two seem to randomly switch? Might be better off setting both to the same value.

2A164 - Minion Throw Uninteractive Collision Size (Affects all)
2A168 - idk
2A16C - idk
2A170 - Article Limit, aka max number of minions at any given time (Hex)
2A174 -
 

shanus

Smash Hero
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Would ledgegrab distance floats be easy to find? Having a list of those would be super useful for P:M.
we have them, somewhere. BionicSonic should have a backup of our forum which had them all listed

I think eldiran also has a copy somewhere
 

CountKaiser

Smash Lord
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Important question about olimar.

Is there any sort of flag stating whether a pikmin has either a leaf, bud, or flower?

Please tell me there is. *hopes to god*
 

[TSON]

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I haven't looked for it. It's in the floating points. You can't access it through PSA, if that's what you're wondering
 

.Fade

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Anyone feel like directing me to a guide explaining how to find projectile floating points to acomplete noob at hexing? It would be very much appreciated. I'm surprised no one's looked into Fox, Falco, and Wolf's blasters, Sheik's needles, Luigi's fireball and the like.
 

[TSON]

Hella.
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The simple ones are usually the most boring. That's why nobody has.

There's a guide in the OP.
 

[TSON]

Hella.
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*sigh*

Okay, any requests?

Specials or articles. Get @ me.

In the meantime, I shall finish homing attack.


24FE0 - Homing Dash Acceleration
24FE4 - Homing Dash Deceleration
24FE8 - wat.
24FEC - Homing Dash Duration (Frames?)
24FF0 - Floor-bounce H Velocity
24FF4 - Floor-bounce V Velocity?
24FF8 - Floor-bounce V Velocity ...Again?
24FFC - Person-bounce Aerial Mobility
25000 - Person-bounce V Velocity
25004 - Person-bounce H Deceleration Rate?
25008 - Person-bounce Fallspeed? (hex? lolwut?)
2500A - No-homing dash angle (Degrees) <--- WAT ITS NOT IN RADIANS?
25010 - No-homing dash speed
25014 - No-homing dash duration
25018 - wat.
2501C - No-homing dash duration again?
 

Eternal Yoshi

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Meta Knight's wings. It's treated as an article.

Or maybe a way to successfully transfer an article from one character to another like giving Marth Fox's lasers.
 

[TSON]

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It doesn't look like they have any actions, subactions, or floats lol.
And .Fade...I'll see what I can do.
Pikazz, I'll do it if you're more specific. Give me a specific move, not a whole character >.<

Also, lemme repeat myself. We can edit specials too. We aren't locked to articles anymore. I've done homing attack and Dedede's upB for example.
 

Eternal Yoshi

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MK's wings have many actions(animations), all of which are in the FitMetaknight0X.pac files.

Edit: It's his mantle aparrently.

His wings are attached to the model, his mantle however is not.
The animations reference bones in the mantle.
 

pikazz

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Pikazz, I'll do it if you're more specific. Give me a specific move, not a whole character >.<

Also, lemme repeat myself. We can edit specials too. We aren't locked to articles anymore. I've done homing attack and Dedede's upB for example.
okay, hm... I am very curious about yoshi's egg article x3

yeay! editable specials :D does that mean we can copy one special on one character to one other or did I thinking too far? xD
 

JoeGrandma

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To find things like those Homing Attack floating points, do you use Dantarion's text files or Kirk's method?
 

[TSON]

Hella.
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MK's wings have many actions(animations), all of which are in the FitMetaknight0X.pac files.

Edit: It's his mantle aparrently.

His wings are attached to the model, his mantle however is not.
The animations reference bones in the mantle.
It HAS actions, they just don't have anything in them.


okay, hm... I am very curious about yoshi's egg article x3

yeay! editable specials :D does that mean we can copy one special on one character to one other or did I thinking too far? xD
Thinking too far ;p


To find things like those Homing Attack floating points, do you use Dantarion's text files or Kirk's method?
I use OpenSA2 for that. The Raw Data->Data Table shows you where floats are and gives you a name for them.
 
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