Sangoku
Smash Master
OMG WHO ARE YOU? WHAT HAVE YOU DONE TO mixa?
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I'm thinking about converting the followings into GIF's. If anyone is interested about others, just ask.This is my pack of misc stuff for the Frame Display program.
Yes, they both reset the frame counter after frame 39.Mario
Extended up-B
While I'm on the subject, does anyone know if vertical and normal Up-B are the same framewise?
Is that how you did it? And how did you get to 100% for ledge getup? Did you wait until the cpu hit you?Get into tumbling animation -- bumper I guess
The quickest way to do things is to use cheat engine to set things up. For instance I can quickly set my hp value, x & y coordinates, etc to any numbers I want.Is that how you did it? And how did you get to 100% for ledge getup? Did you wait until the cpu hit you?
Yes, I ended up removing the fire from the hitbox pictures, and kept the fire in the regular pictures. Sorry that I've been delaying the pictures, I've just been preoccupied lately and try to do too many things at once. This week I'll for sure finish it! I'm almost done, I just need to do the angled tilts and a few others.Madao, have you figured how to remove the fire from falcon punch and falcon kick?
If you have the time and actually want to do it, that would be great. There seems to be a lack of motivation for anyone to gather data about this game.Also, I'd be interested in adding extra data (duration of hitbox, delay before hitbox appears, etc.) for every moves when all characters are completed. It could then be added to the technical/frame data thread. What do you think?
Interesting, I might play with the X & Y coordinates thing. Your CT has a lot of stuff I didn't really pay attention to, this being one of them. Although I did play a lot with hitbox mode, and controlling characters. I was able to change the intro movie to hitbox characters of all kinds and colors, as well as control the characters in the intro movie lol.I can quickly set my hp value, x & y coordinates, etc to any numbers I want.
Great, thanks! I didn't know you could change your hp with the cheat (haven't read through all of them yet). I just realised that "No Effects (0 = ON)" removes the fire for falcon punch/kick. However I don't know how to get on the floor for the getup position, is it done with x & y coordinates?The quickest way to do things is to use cheat engine to set things up. For instance I can quickly set my hp value, x & y coordinates, etc to any numbers I want.
Yes, I ended up removing the fire from the hitbox pictures, and kept the fire in the regular pictures. Sorry that I've been delaying the pictures, I've just been preoccupied lately and try to do too many things at once. This week I'll for sure finish it! I'm almost done, I just need to do the angled tilts and a few others.
If you have the time and actually want to do it, that would be great. There seems to be a lack of motivation for anyone to gather data about this game.
I didn't fully understand what was said previously in the thread.Edit: How did you proceed for frame counting? I know I have to use frame counter cheat and aerials but I don't know how those work. Frame counter is always reset to a value during a move.
I think it's great. I've began doing that, but I couldn't figure out the template and what info I'd put in the table.Also, I'd be interested in adding extra data (duration of hitbox, delay before hitbox appears, etc.) for every moves when all characters are completed. It could then be added to the technical/frame data thread. What do you think?
I havent fully understood the camera mechanics so it's pretty limited what you can do. I was able to freeze the camera, but it's not the best view. After I finish Falcon, I will update my CT file and try to organize it a bit better, since I keep adding new things. Also for the get up attack, you just purposely run into the bumper, and you can manipulate what side you land on by changing the y coordinate at the right time (easy to do with frame by frame play).Great, thanks! I didn't know you could change your hp with the cheat (haven't read through all of them yet). I just realised that "No Effects (0 = ON)" removes the fire for falcon punch/kick. However I don't know how to get on the floor for the getup position, is it done with x & y coordinates?
Annnnnd one more thing. I have a brief memory that you've said somewhere that you could freeze the camera to a certain position (certain x, and y) and move out of the camera. Is my memory correct or is it just my imagination?
Ya my CT is a mess tbh, but it has useful stuff. I'm surprised no one has mentioned messing with the player 1 character physics. Ya it moves instantly (even if the game is paused), but if you were on the ground before you changed the Y coordinate, you instantly teleport back to the ground.Interesting, I might play with the X & Y coordinates thing. Your CT has a lot of stuff I didn't really pay attention to, this being one of them. Although I did play a lot with hitbox mode, and controlling characters. I was able to change the intro movie to hitbox characters of all kinds and colors, as well as control the characters in the intro movie lol.
I'm not able to play on emulator right now, but I'm assuming that the character will just teleport to that spot once I change the value? And they'll probably drop instantly if they're in mid-air, correct?
Hp is at the very top called Player 1 HP. Shield is right under it, if you ever want to do shield testing.Madao, what is the address for the hp?
To get on the floor for the getup position, I hit the bumper and then used the x & y coordinates. I put the bumper far away so it wouldn't appear on the camera.
I just realised I could use the bumper from training mode haha.. I thought there was a cheat to add a bumper like the one in peach's castle that I missed or something. Now it all makes sense. Thank you very much.Also for the get up attack, you just purposely run into the bumper, and you can manipulate what side you land on by changing the y coordinate at the right time (easy to do with frame by frame play).
I find using the frame counter more difficult than I would think. It doesn't work for every move and frame advance until it resets is meh. Keystroke counter is a good idea. Could using the "Dream Land Wind" value for the first and last frame and substracting the values work as well?MCG, to use the frame counter, I frame advanced until it reset. For moves that are long, the frame counter won't do, so I used a keystroke counter and buffered shield.
What moves are you trying to record?
I think it's great. I've began doing that, but I couldn't figure out the template and what info I'd put in the table.
For certain moves, I use a different frame counter, but ya it's pretty complex if you want to do it fast. Lets say you want to do edge attack, you can set player 2 aerial flag frame counter to 0 or 1, and continue going frame by frame, it wont get messed up as long as you don't touch player 2. The duration for Up B should be the same, although I think most people record longer than the regular move duration to show landing. I just do the regular frame length and type in the # of frames for landing lag. We really need a frame chart for when hitbox appears and disappears. Strong frames and weak frames would be a bonus. Then eventually we could add invicinbility. I'd do it, but I feel like I should specialize in finding other things, since hardly anyone else here is able to read and write MIPS assembly. I did max jumps, although it's incomplete (like I did standing C stick jump for Jump #1) and certain Up B's have variable heights. Don't worry about actual damage numbers, because i already wrote down the damage of every single hitbox. I think mixa or Sangoku already did roll length.I find using the frame counter more difficult than I would think. It doesn't work for every move and frame advance until it resets is meh. Keystroke counter is a good idea. Could using the "Dream Land Wind" value for the first and last frame and substracting the values work as well?
Do you know if every Up-B duration are the same when on the ground and in the air? For example, yoshi's down B is different. I want to check if there is a moment when you're in the air from a grounded down B corresponds to a frame for an air down B.
I've been thinking duration of hitbox, delay before hitbox appears, damage but it'll be a mess for different parts of hitboxes (maybe just use maximum damage?), distance between rolls (even if the value doesn't mean much, at least you can compare between characters), maximum heights for different jumps (I don't know if this can be calculated from data in the technical/frame data thread).
Down tilt
Total frames : 39
Hitbox frames : 5,6,7,8,9,10,11
Blue invincibility frames :
Green invincibility frames :
Down special
Total frames : 86
Hitbox frames : 1,2,3,4,7,10,13,16,19,22,25,28,31,34,37,40,43,44
Blue invincibility frames :
Green invincibility frames :
Down smash
Total frames : 44
Hitbox frames : 8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29
Blue invincibility frames :
Green invincibility frames :
Forward tilt
Total frames : 42
Hitbox frames : 8,9,10,11,12,13,14,15,16,17
Blue invincibility frames :
Green invincibility frames :
Forward tilt high
Total frames : 42
Hitbox frames : 8,9,10,11,12,13,14,15,16,17
Blue invincibility frames :
Green invincibility frames :
Forward tilt low
Total frames : 42
Hitbox frames : 8,9,10,11,12,13,14,15,16,17
Blue invincibility frames :
Green invincibility frames :
Forward smash
Total frames : 53
Hitbox frames : 16,17,18,19,20
Blue invincibility frames :
Green invincibility frames :
Forward smash high
Total frames : 53
Hitbox frames : 16,17,18,19,20
Blue invincibility frames :
Green invincibility frames :
Forward smash mid-high
Total frames : 53
Hitbox frames : 16,17,18,19,20
Blue invincibility frames :
Green invincibility frames :
Forward smash low
Total frames : 53
Hitbox frames : 16,17,18,19,20
Blue invincibility frames :
Green invincibility frames :
Forward smash mid-low
Total frames : 53
Hitbox frames : 16,17,18,19,20
Blue invincibility frames :
Green invincibility frames :
Up tilt
Total frames : 41
Hitbox frames : 5,6,7,8,9,10,11,12,13,14,15,16
Blue invincibility frames :
Green invincibility frames :
Up special
Total frames : 82
Hitbox frames : 2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23
Blue invincibility frames : 2,3,4,5
Green invincibility frames :
Up smash
Total frames : 59
Hitbox frames : 7,8,9,10,11,12,13,14,15
Blue invincibility frames : 7,8,9,10
Green invincibility frames :
Jab 1
Total frames : 17
Hitbox frames : 2,3
Blue invincibility frames :
Green invincibility frames :
Jab 2
Total frames : 19
Hitbox frames : 3,4,5
Blue invincibility frames :
Green invincibility frames :
Jab 3
Total frames : 25
Hitbox frames : 3,4,5,6,7
Blue invincibility frames :
Green invincibility frames :
Back roll
Total frames : 32
Hitbox frames :
Blue invincibility frames : 5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20
Green invincibility frames :
Back throw
Total frames : 65
Hitbox frames : 18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45
Blue invincibility frames :
Green invincibility frames : 4,5,6,7,8,9,10,11,12,13,14,15,16,17
Dash attack
Total frames : 40
Hitbox frames : 8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28
Blue invincibility frames :
Green invincibility frames :
Crouch
Total frames : 7
Hitbox frames :
Blue invincibility frames :
Green invincibility frames :
Ledge attack
Total frames : 58
Hitbox frames : 24,25,26,27,28,29
Blue invincibility frames : 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25
Green invincibility frames :
Ledge attack slow
Total frames : 69
Hitbox frames : 43,44,45,46,47,48
Blue invincibility frames : 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44
Green invincibility frames :
Ledge get-up
Total frames : 34
Hitbox frames :
Blue invincibility frames : 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34
Green invincibility frames :
Ledge get-up slow
Total frames : 69
Hitbox frames :
Blue invincibility frames : 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69
Green invincibility frames :
Ledge roll
Total frames : 53
Hitbox frames :
Blue invincibility frames : 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34
Green invincibility frames :
Ledge roll slow
Total frames : 103
Hitbox frames :
Blue invincibility frames : 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54
Green invincibility frames :
Forward roll
Total frames : 32
Hitbox frames :
Blue invincibility frames : 5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20
Green invincibility frames :
Forward throw
Total frames : 30
Hitbox frames :
Blue invincibility frames :
Green invincibility frames : 4,5,6,7,8,9,10,11,12,13
Get-up attack up
Total frames : 49
Hitbox frames : 20,21,24,25
Blue invincibility frames : 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23
Green invincibility frames :
Get-up
Total frames : 30
Hitbox frames :
Blue invincibility frames : 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22
Green invincibility frames :
Get-up back roll up
Total frames : 35
Hitbox frames :
Blue invincibility frames : 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19
Green invincibility frames :
Grab
Total frames : 15
Hitbox frames : 6
Blue invincibility frames :
Green invincibility frames :
Down air
Total frames : 38
Hitbox frames : 10,11,13,14,16,17,19,20,22,23,25,26,28,29,31,32
Blue invincibility frames :
Green invincibility frames :
Back air
Total frames : 39
Hitbox frames : 10,11,12,13,14,15,16,17,18,19
Blue invincibility frames :
Green invincibility frames :
Forward air
Total frames : 39
Hitbox frames : 11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26
Blue invincibility frames :
Green invincibility frames :
Up air
Total frames : 39
Hitbox frames : 2,3,4,5,6,7,8,9,10,11
Blue invincibility frames :
Green invincibility frames :
Neutral air
Total frames : 49
Hitbox frames : 3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36
Blue invincibility frames :
Green invincibility frames :
Neutral special
Total frames : 47
Hitbox frames : 16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47
Blue invincibility frames :
Green invincibility frames :
See this post. They are not ranked, but I'm sure you can do it pretty easily by yourself.Can you guys rank moves like ant-d did and put it in a chart (except in lowest to highest order and vice versa)? e.g. by fastest hitbox frame coming out, longest hitbox frames etc.
He did jab, f-tilt, utilt and dtilt already
In my Frame Display Mario has 45 frames. Maybe Sangoku updated the Mario folder with the correct one and you still have the old version, I'm not sure.EDIT: Sangoku, I also found that mario's special-b in your file has 2 extra frames. The move duration is actually 45 frames long and you have 47 images.
You're right. I was confused because Frame Display reads data.txt (which says there are 45 frames) to determine the amount of frames, despite having 2 * 47 images in the folder. It won't confuse anyone using the program but someone looking at the images inside the directory will find that there are 2 extra in there.In my Frame Display Mario has 45 frames. Maybe Sangoku updated the Mario folder with the correct one and you still have the old version, I'm not sure.
Mario
**04: Green Mario (icon)
DK
**04: Moldy (icon)
Samus
**04: Blue Samus (icon)
C.Falcon
00: Normal
01: Blood Falcon
**02: Green Falcon
03: Fabulous
04: Raiders
**05: Blue Falcon
Yoshi
**04: Pink
**05: Dark Blue
Kirby
**04: Green
Pikachu
**04: Green Tint (icon!)
Jiggz
**04: Zombie (icon!)
P1 Training Mode Color Change
8019098E 00XX
P2
80190A02 00XX
P3
80190A74 00XX
P4
80190AEA 00XX
Gloabl Staleness?Edit: I found what I believe to be Hitstun. It's Knockback / 1.875. The reason it seemed inconsistant is because it rounds down. Also quick correction, DK's weight is 0.83 in NTSC. If you want to see the knockback of the last hit you did on someone, the offset is 07B4 to player stats. You can just add 788 to the address of your hp. It's interesting how the game keeps track of how many hits you did since your last death. When you die, it goes back to 0. I wonder what it's for.
Hrmm. No, you understood. I thought staleness (right global just meaning for all moves' staleness counters) reset at death, but now I seem to remember something about it only resetting per match? I`m sure a refresh on the staleness thread is on my reading list.Staleness isn't reset by death.
Unless you meant something else but I don't know what you mean by "gloabl".
Its like staleness refreshes after you use 3 different moves after the first one.
like, if Fox connects usmash 4 times in a row, then hits you with a jab, ftilt, then dtilt, the usmash is fresh again
feel free to correct me Sangoku because I'm probably a little off
I understand and have already read this. I didn`t see how getting killed affects that. By global I mean maybe that mystery number some kind of binary scalar (0 or 1) that resets global staleness by dropping to zero.The number needed to unstale depends on the percentage dealt by the attack. More info here: http://smashboards.com/threads/stale-moves-the-exact-numbers.318124/
I don't know why this thread isn't linked in my thread; I'll add it one of these days.