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

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
Sheik's Needles and spacie lasers plox :D
I will definitely do these as soon as I finish that stupid olimar. :p

EDIT: More olimar.

[collapse="Olimar"]Plucking
2898C - X offset of pluck
28990 - Y offset of pluck
28994 - ?? (read on pluck)

Toss
28998 - X offset of sideB toss
2899C - Y offset of sideB toss

Grab
2863C - X offset
28640 - Y offset

Smashes
28624 - Fsmash X offset
28628 - Fsmash Y offset
2862C - Usmash X offset
28630 - Usmash Y offset
28634 - Dsmash X offset (applies equally in both directions)
28638 - Dsmash Y offset pikmin olimar's direction
[/collapse]
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
I officially hate olimar. Someone else can do the rest of his floats. I quit on olimar. I'm sorry. lol. I'm going to work on squirtle and then spacies.

[collapse="Olimar"]
1D5D0 - Body collision sensitivity
1D5D4 - ?? (read when pikmin go to olimar)
1D5D8 - Body collision sensitivity to pikmin only?
1D5DC - Z axis of movement
1D5E0 - ?? (read on plucking 2+ pikimin/rapid plucking?)
1D5E4 - How long after plucking red pikmin before being able to pluck again?
1D5E8 - ?? (read when plucking red and having more than 4 pikmin?)
1D5EC - ?? (read when red pikmin is by your side)
1D5F0 - ?? (read when red pikmin is by your side)
1D5F4 - ?? (read when red pikmin is by your side)
1D5F8 - How long red pikmin stays on ground from sideB? (at 0 he walks a bit then jumps to olimar)
1D5FC - ?? (read when red pikmin walks back to olimar from sideB)
1D600 - Something to do with jump timing of red pikmin coming back from sideB
1D604 - ?? (read when red pikmin walks back to olimar from sideB)
1D608 - Red pikmin Speed/Response to TurnRun[/collapse]
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
Yeah, you'd just put some KB on to the lasers through psa. :p

I felt like doing some falcon.

[collapse="Captain Falcon"]
Falcon Dive
22238 - How much you slide on ground aiming upB
2223C - Something with mobility in aiming?
22240 - Mobility
22244 - Something with mobility in aiming?
22248 - ?? (read during upB on ground)
2224C - ??
22250 - ??
22254 - ??

Falcon Punch
22214 - Momentum forward
22218 - Momentum from holding up

Raptor Boost
22220 - Horizontal momentum on hit (negative is equivalent of 0)
22230 - Landing lag from aerial hit

Falcon Kick
22264 - Momentum from hitting[/collapse]

EDIT: .Fade, here's some stuff for sheik. I may not have found everything because it's really late but I hope this is good enough. I'll do the spacies later today.

[collapse="Sheik"]
Needles
16168 - How many frames befor grounded needles go away
1616C - ?? (frame count for something)
16170 - ?? (read on nB)
16174 - Needle speed
16178 - Needle air friction?
16184 - Needle air friction?

Chain
166C8 - How long you leave chain out before reeling in (release B)
166EC - Rigidity
166F0 - Liveliness (32 = super awesome ninja chainball of protection)
166F4 - How far it will go into the Z axis?
166F8 - Stretchiness

UpB
169DC - Travel time (changes distance you travel)
169F4 - Sensitivity?
169F8 - Travel speed
169FC - Travel speed?
169F8 - Vertical momentum out of second explosion[/collapse]

I forgot I did squirtle for GuruKid. :V

[collapse="Squirtle"]
Water Gun
17380 - How many frames of charging to be considered full
17384 - Initial angle of firing (in degrees)
17388 - Max angle upwards
1738C - Max angle down (higher is more angled down)
17390 - Turning speed
17394 - ?? (read on water gun)
17398 - ?? (read on water gun)
1739C - How many frames before not getting spray
173A0 - Momentum backwards
173A4 - ?? (read when firing water/spray)
173A8 - Starting water gun speed
173AC - Water gun speed multiplier
173B0 - Water gun gravity
173B4 - Water spacing?
173B8 - Water dissapearing time
173BC - Water gfx initial size
173C0 - Water gfx scaling
173C4 - ?? (read on water gun)

sideB
175D8 - Initial momentum (starts at gfx effect)
175DC - Momentum in air?
175E0 - Momentum without holding direction?
175E4 - Momentum preservation without holding direction?[/collapse]
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
It's PERFECT :D I've always been looking for Needle Speed, I've always felt that that could really be played around with. =]
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
I found quite a few floats trolling the fox boards earlier. :p

[collapse="Fox"]
Lasers
18B68 - X offset grounded laser
18B6C - Y offset grounded laser
18B70 - X offset aerial laser
18B74 - Y offset aerial laser
18B78 - Angle laser is fired at (degrees)
18B7C - Laser speed
18B80 - Landing lag?
18B84 - ??
18B88 - Laser length
18B8C - Laser lengthening time? (higher = slower)

SideB
18F20 - ?? (something with timing short distance?)
18F24 - Grounded momentum preservation on startup (higher = less, avoid 0 will cause polygon explosion at random)
18F28 - Aerial momentum preservation on startup? (higher = less, barely noticeable)
18F2C - Aerial vertical momentum on startup
18F30 - Affects grounded momentum preservation at end? (higher = less)
18F34 - Grounded momentum preservation at end (less = more)
18F38 - Affects aerial momentum preservation at end (higher = less)
18F3C - Aerial momentum preservation at end (less = more)
18F40 - ?? (read on sideB moving)
18F44 - Affects shortened sideB?
18F48 - ?? (read on sideB moving)
18F4C - ?? (read on sideB startup)
18F50 - How many frames illusion gfx stays out
18F54 - How many frames before illusion gfx slow down

Fire Fox
19278 - Aerial momentum preservation on startup?
1927C - Momentum on startup?
19284 - Default angle? (radians)
19288 - How many frames before you stop travelling (does not affect distance past a certain point)
19290 - Something with distance?
19294 - Speed of travel/distance travelled
19298 - Max momentum to stop at[/collapse]

[collapse="Metaknight"]Drill Rush
25E90 - Starting horizontal momentum
25E94 - Starting vertical momentum in air
25E98 - Starting vertical momentum in air again?
25E9C - Control
25EA0 - Something to do with direction after landing on plat and finishing

Dimensional Cape
25EB0 - Horizontal momentum preservation on startup[/collapse]

[collapse="Samus"]Charge shot
163AC- Angle it fires at[/collapse]
[collapse="Zero Suit Samus"]ZSS
16F18 - X offset
16F1C - Y offset[/collapse]
[collapse="Toon Link"]Arrows
1D034 - Arrow angle (radians)[/collapse]
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
I wasn't able to find any for upB yet.

[collapse="Ice Climbers"]
Blizzard
17178 - Distance/speed
1717C - Angle (degrees)
17180 - Something with angle?
17184 - Something with angle?

Ice Blocks
16720 - Speed
16724 - Speed increase over time?
16728 - Y offset it starts to travel at
1672C - Something with rising and vertical momentum
16730 - Gravity
16734 - Frame count for something?
16738 - Frame count for something?
1673C - Frame count for something?
16740 - Vertical momentum on hitting ground?
16744 - ??
16748 - Frame count for something?
1674C - How many frames before they delete
16750 - ??
16754 - ??[/collapse]
[collapse="Bowser"]
Flame Breath
19CF0 - ?? (read on flame)
19CF4 - Max angle downwards?
19CF8 - Max angle upwards?
19CFC - Max angle downwards?
19D00 - Turning speed
19D04 - Turning speed/max rotation?
19D08 - Amount of frames spent firing after releasing B
19D0C - Spacing in fire gfx?
19D10 - Spacing in fire gfx?
19D14 - GFX scaling? (smaller = larger)
19D18 - Minimum distance
19D1C - Refuel speed?
19D20 - Something with refueling?
19D24 - Something with refueling?
19D28 - GFX scaling? (larger = smaller)
19D2C - Frame count for something?
19D30 - Frames between flames (smaller it is the more rumble you get lol)
19D34 - How far away flame starts horizontally
19D38 - How far away flame starts horizontally
19D3C - ??
19D40 - Landing detection (zomg)
19D44 - Frame count for something? (0 will freeze)
19D48 - Frame count for something?
19D4C - Flame speed
19D50 - Flame spread randomness

Whirling Fortress
1AB8C - Vertical momentum in air
1AB90 - Gravity
1AB94 - ?? (read on fortress in air)
1AB98 - Grounded moving speed
1AB9C - Momentum preservation on turning?
1ABA0 - Grounded turning speed
1ABA4 - Aerial mobility
1ABA8 - How many frames after falling to landing to do a grounded fortress again immediately
1ABAC - Something dealing with 1ABA8 but affects how long you stay in shell
1ABB0 - Something dealing with 1ABA8 but making it really high delayed the animation somehow wtf
1ABB4 - Landing lag

DownB
1AE50 - Vertical aerial momentum preservation on startup?
1AE54 - same as 1AE50?
1AE58 - ?? (read on aerial downB)
1AE5C - ?? (read on aerial downB)
1AE60 - ?? (read on traveling down)
1AE64 - Speed going down (can go upwards too)[/collapse]
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
cool, the gravity for ice blocks can change it to be like Melee if u wanted, right?

lol LANDING DETECTION HAS BEEN FOUND, LET US REJOICE XD

toaster makes this thread the coolest place in the workshop =]
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
Found some for Ike and one more for Ice climbers.

[collapse="Ice Climbers"]
Belay
346C4 - How high nana goes during aerial belay[/collapse]
[collapse="Ike"]
Eruption
2737C - Frame count for something? (at 1E after full charge fire gfx stop on sword and you turn green then release full charge after pretty much forever)
27380 - Frame count for something? (read when charging in air)
27384 - Frame count for something? (read when charging)
27388 - ?? (read as soon as you start eruption)
2738C - ?? (read as soon as you start eruption)
27390 - Self damage (found by Kirk already)

SideB
27394 - How many frames of charging to be considered fully charged (does not change distance to full)
27398 - Max distance (in frames)
2739C - Grounded travel speed (affects distance)
273A0 - Aerial travel speed (affects distance)
273A4 - Grounded travel speed multiplier
273A8 - Aerial travel speed multiplier
273AC - Grounded friction?
273B0 - Air friction?
273B4 - How many frames you stay in dash (if going from ground to air you stay in air until frames are over)

Counter
273EC - Aerial horizontal momentum preservation
273F0 - Aerial vertical momentum preservation?
273F4 - Vertical momentum on aerial counter[/collapse]
I hope to make a video sooner or later that has a lot of clips of hilarious floating point edits. :D
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Are these all being recorded somewhere other than here? Maybe u should make your own page on the WikiPSA for all of this.
 

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
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Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
I found a few floats for PK Fire.
The ones without question marks are confirmed.

[collapse=PK Fire]
161A8 - Aerial Vertical Velocity
161AC - Aerial Horizontal Velocity
161B0 - Grounded Vertical Velocity
161B4 - Horizontal Ground speed
161B8 - X offset???
161BC - Y offset of starting point
161D8 - Amount of time Spark stays out
161DC - Amount of time pillars last
[/collapse]
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
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Location
Eau Claire, Wisconsin
[collapse="Jigglypuff"]Rollout
1C8D0 - How many frames you roll around
1C8D4 - ?? (frame count for something?)
1C8D8 - Vertical momentum in air
1C8DC - Gravity
1CEE0 - Friction?
1CEE4 - Acceleration
1CEE8 - Something with acceleration/speed
1CEEC - Something with acceleration/speed
1CEF0 - ?? (read in air)
1CEF4 - ?? (read in air, negative = forward and positive = backward)
1CEF8 - Momentum forward in air/momentum preservation in air
1CEFC - ?? (read in air)
1CF00 - ?? (read in air)

Pound
1C978 - Deals with rising/falling? (0.5 makes polygons explode)
1C97C - Deals with rising/falling?
1C980 - Angle of rising/falling (falling takes rising and makes it negative)
1C984 - Gravity before punch
1C988 - ??
1C98C - Momentum forward?
1C990 - Momentum preservation?

Puff Up
1C998 - Size
1C99C - Speed (smaller = faster)[/collapse]

Dedede floats too. http://opensa.dantarion.com/wiki/Article_Floating_Points#King_Dedede
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
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Location
Eau Claire, Wisconsin
I have found out each glide float or at least documented them. :D

Float 1 - Max upward angle
Float 2 - Max downward angle
Float 3 - Initial upward speed gain
Float 4 - Something to do with startup?
Float 5 - Something to do with sideways speed?
Float 6 - Initial glide momentum
Float 7 - Minimum momentum required to stop?
Float 8 - Max glide speed
Float 9 - Something to do with momentum required to stop?
Float 10 - Vertical momentum during glide no direction?
Float 11 - Gravity during glide
Float 12 - ?? (read on glide)
Float 13 - ?? (read on glide)
Float 14 - Something to do with glide angle down
Float 15 - ?? (read on glide)
Float 16 - Glide angle sensitivity?
Float 17 - Something with glide up sensitivity?
Float 18 - Something with glide angle sensitivity?
Float 19 - Turn speed
Float 20 - ?? (read on glide)
Float 21 - Something with wing animation (if not default value, wings are just still. freezes easily.)
Float 22 - ?? (read on glide)
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
For those posting floating points, please do it in the following style as it makes it easier for me to put it on to the wiki.

Character

Move
File Offset - Description

Example:
Peach

Parasol
1D89C - Involves input window to directionalize launch (larger = harder)
 

Muhznit

Smash Journeyman
Joined
Apr 10, 2008
Messages
455
Location
404...
I'm trying to find the floating point for Link's Bomb's hitboxes. I know for a fact they'll have to be involve a Special Offensive Collision (due to self-susceptibility) but I haven't found ANYTHING. I can find the Triforce Slashes, the Boomerang, the Arrows, but not the bombs.
 

Photos

Smash Journeyman
Joined
Oct 14, 2009
Messages
399
Location
Dreamworld
i'm importing a vertex set for the golden hammer into 3ds max 8 using mariokart64n's script, but it says that it can't convert the float points. i tried opening the ItmGoldenHammerBrres file in psa, but it couldn't open it. what do i do?
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
i'm importing a vertex set for the golden hammer into 3ds max 8 using mariokart64n's script, but it says that it can't convert the float points. i tried opening the ItmGoldenHammerBrres file in psa, but it couldn't open it. what do i do?
...lol. This isn't the floating point kind of topic you're thinking of. XD
 

Matryoshka

Smash Rookie
Joined
May 31, 2011
Messages
1
I'm trying to find the Recoil for Samus's Aerial charge shot (1639C) but i can't find it. =[

edit: ok i think there is something about this i dun understand, where do i search the file offset. i been searching for them in PSA but a lot of them are blank
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
Joined
Feb 27, 2008
Messages
26,545
Anyone know the float points for Yoshi's aerial Side-B physics?
 

Virum

Smash Ace
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NNID
SiLeNtDo0m
3DS FC
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Quick question because I'm a tad confused. I realise that you have to edit floating points in a hex editor, but why is it that the numbers viewed for article floating points in this topic:

http://opensa.dantarion.com/wiki/Article_Floating_Points

Are shown simply as demicals rather than hexidecimals? And some of these don't match at all to the offset that I view in hex. Basically what I'm trying to do are the following for Sheik:

- Make her needles move more slowly, last longer and display a certain graphic upon impact.
- Make her chain twice as long and not at all affected by gravity (so that it stays rigid and straight)
 

NoAh MenQui

Smash Apprentice
Joined
Feb 5, 2011
Messages
107
I want to edit yoshi's up b, the way he gets momentum and that kind of stuff but psa and the hex editor aren't helping. Need help if I can get any, reply to this post and also send me a pm incase I miss the reply post. Thanks in advance.

Egg Toss
Code:
16E28	 1.8	 Upward momentum of throwing
16E2C	 0.07	 Downward momentum of throwing
16E30	 1.29	 Momentum preserved after throwing
16E34	 0.84	 Upward momentum after throwing 2+ times in air
EDIT:

Ok. These offsets are shown as hex values. The default values on the page are in decimal, but in a hex editor, may be hex or a floating point.

Try this for conversion help:
http://www.h-schmidt.net/FloatApplet/IEEE754.html
gonna check if this helps me out, if it does big hug for you ^^

EDIT 2:

I made all the floating points showed in the code box and made them 0 (so it gets no momentum at all) and he gets momentum on the first one only, but... he cannot fall down, he floats for ever T_T... don't know what I did wrong, I'm using HxD. And why is he getting momentum on the first if I made the floating points zero T_T

Hope someone can point me in the right direction.

EDIT 3:

ARTICLE FLOATING POINT EDITOR

Took me a while but I found this!!!

Works :-)
 

xDD-Master

Smash Champion
Joined
Sep 22, 2008
Messages
2,992
Location
Berlin
Snakes Grenade is missing... and what about ICs Blizzard / Ice-Block???

Do I understand something wrong or is it just missing???
 
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