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Project: Framedisplay for [U] version

Madao

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Well... Here's Fox. I hope I didn't make any mistakes this time.
 

MCG

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Nov 11, 2013
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This is my pack of misc stuff for the Frame Display program.
I'm thinking about converting the followings into GIF's. If anyone is interested about others, just ask.

Misc.
Jump OoS
Shield drop
No tech
Tech neutral
Tech roll

Mario
Extended up-B
While I'm on the subject, does anyone know if vertical and normal Up-B are the same framewise?

Donkey Kong
B Charge cancel
Giant Punch cancel

Ness
Ledge stall with up-B
Ledge stall with down B

Yoshi
Egg edge stall
Parry
Parry to DJ landing

Fox
Shine cancel - no hitlag
Shine cancel OoS
 
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mixa

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Mario
Extended up-B
While I'm on the subject, does anyone know if vertical and normal Up-B are the same framewise?
Yes, they both reset the frame counter after frame 39.


About the gifs, could you make the Ness elevator one? The hitbox-only isn't necessary, just the mixed one.
 

MCG

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Nov 11, 2013
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I read the whole thread today because I want to add some extra moves but I faced some problems.

Get into tumbling animation -- bumper I guess
Is that how you did it? And how did you get to 100% for ledge getup? Did you wait until the cpu hit you?
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.

___________________

Madao, have you figured how to remove the fire from falcon punch and falcon kick?

___________________

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?
 
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Madao

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Is that how you did it? And how did you get to 100% for ledge getup? Did you wait until the cpu hit you?
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.

Madao, have you figured how to remove the fire from falcon punch and falcon kick?
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.

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?
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.
 

B Link

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I can quickly set my hp value, x & y coordinates, etc to any numbers I want.
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?
 

MCG

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Nov 11, 2013
Messages
95
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.
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?

I edited my last post and added one more question after you replied.

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 didn't fully understand what was said previously in the thread.

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?
 

mixa

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B Link, yes.

Madao, what is the address for the hp? I've used the fireflower all this time to record. It wasn't a big deal at all, but I felt the need for that code in other situations.

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.
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.
What moves are you trying to record?

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 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.
 

Madao

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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?
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).

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?
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.
Madao, what is the address for the hp?
Hp is at the very top called Player 1 HP. Shield is right under it, if you ever want to do shield testing.
 

MCG

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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.
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 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.

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.
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?

For the characters that Sangoku did, I only have one version of the getup attacks. Unless he added them and I missed it, I could add those. 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).
 

Madao

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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).
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.

So ya, focus on making a hitbox duration and appearance chart first, since that's the most important thing we are lacking, as far as frame data goes.
 

MCG

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I started for mario and I'd like your input before I start doing the other characters.

Code:
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 :
And this is the convention I'll be using for attack names in the future. I'll try to use a consistent approach because it'll be easier when scripting.


Jab 1, jab-1
Jab 2, jab-2
Jab 3, jab-3
Jab repeatedly, jab-r

Dash attack, dash-a
Crouch, crouch
Grab, grab
Forward throw, throw-f
Back throw, throw-b
Cargo, grab-c
Shield drop, shield-d
Shield jump, shield-j
Forward roll, roll-f
Back roll, roll-b

No tech, tech-none
Tech neutral, tech-n
Tech forward roll, tech-r-f
Tech back roll, tech-r-b

Get-up, getup
Get-up attack up, getup-a-u
Get-up attack down, getup-a-d
Get-up forward roll up, getup-r-f-u
Get-up back roll up, getup-r-b-u
Get-up forward roll down, getup-r-f-d
Get-up back roll down, getup-r-b-d

Ledge get-up, ledge-g
Ledge get-up slow, ledge-g-s
Ledge attack, ledge-a
Ledge attack slow, ledge-a-s
Ledge roll, ledge-r
Ledge roll slow, ledge-r-s

Up tilt, tilt-u
Down tilt, tilt-d
Forward tilt, tilt-f
Forward tilt mid-high, tilt-f-mh
Forward tilt high, tilt-f-h
Forward tilt mid-low, tilt-f-ml
Forward tilt low, tilt-f-l

Up smash, smash-u
Down smash, smash-d
Forward smash, smash-f
Forward smash mid-high, smash-f-mh
Forward smash high, smash-f-h
Forward smash mid-low, smash-f-ml
Forward smash low, smash-f-l

Up air, air-u
Down air, air-d
Forward air, air-f
Back air, air-b
Neutral air, air-n

Neutral special, special-n
Neutral special throw, special-t
Neutral special full, special-n-f
Neutral special full cancel, special-n-f-c
Neutral special charge, special-n-c
Neutral special charge cancel, special-n-c-c

Up special, special-u
Down special, special-d
Down special release, special-d-r
Down special explosion, special-d-e
Up special air, special-u-a
Down special air, special-d-a
 

Madao

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MCG you doin good work! I'm busy trying to understand the game mechanics more, so I haven't written down much frame data myself. Others may disagree with me, and if that's the case, I'll just arrange it myself, but I think it's better to use -'s instead of typing every frame number. Lets say you have a 2 hit attack, I'd just type 4-10, 14-20 instead of typing 4,5,6,7,8,9,10,14,15,16,17,18,19,20. Again it's up to you, but I definitely prefer it that way.

Edit: Just finished Falcon!
 
Last edited:

MCG

Smash Apprentice
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Nov 11, 2013
Messages
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Last edited:

MCG

Smash Apprentice
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Nov 11, 2013
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How I worked

I saw that Madao added some attack property to data.txt files for falcon. I thought it was a good idea but working with text file is alright but not optimal. I debated in using either XML or JSON files and I opted for JSON because : 1. I think it is more human readable, 2. the data structure is practically the same as python (the language I know the most), 3. there are tons of json parsers for many other languages (anyone with some programming knowledge could easily use my work).

Once I collected all the info into JSON files, I just had to loop through all of them and print what I wanted into ssb.txt. I'll write a simple script to get tables for starting lag, hitbox duration and ending lag. But most of the work for that part is done.

EDIT: JSON files and txt file were moved here in the section Characters specific data : http://smashboards.com/threads/compilation-of-technical-frame-data.325142/page-2#post-17072085
 
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Madao

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Is there any frame data you guys need? Sangoku, you mind updating the OP to include the last 3 chars? Also the link for mixa's condensed table doesn't work.
 

B Link

Smash Lord
Joined
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Messages
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Location
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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
 

MCG

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Nov 11, 2013
Messages
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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
See this post. They are not ranked, but I'm sure you can do it pretty easily by yourself.
 
Last edited:

Sangoku

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I will edit something. Either the OP of this thread, or add everything to the main data thread, as this one was more for the project itself, rather than the result. I don't have much time/am a bit lazy now, but I promise I'll do it before next week.
 

MCG

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I had previously said that I was planning to add the missing getup attacks and never got the motivation to do it. I also added some extra moves for the sake of compleness of the project.

EDIT: For my extra package, see this post : http://smashboards.com/threads/project-framedisplay-for-u-version.342351/page-7#post-17072214

For each character, you will find :

getup attack (if it was missing in the original zip file)
getup
getup rolls
shield drop
shield jump
tech neutral, rolls, no tech

Most of the moves (rolls in particular) are similar but vary slightly so it felt incomplete not to have them.

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.
 
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mixa

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Thanks for that.

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.
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.
 

MCG

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95
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.
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.
 

mixa

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Madao, to get a blue Falcon on training mode, what is the value for the Player 1 Body Color address?
Do you have written somewhere all the colors and their respective values? Purple and pink Yoshi would be cool.

Good choice going blue Falcon for the frame display, by the way. (:
 

tehz

Smash Apprentice
Joined
Mar 27, 2010
Messages
188
Relevant unselectable colors (at least in vs.):

Code:
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!)
I guess they're the same in single player?
 

mixa

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I'm a little slow, so bear with me. What do I do with these numbers? I was expecting some 8-digit thing.
 

tehz

Smash Apprentice
Joined
Mar 27, 2010
Messages
188
Here are some gameshark codes that should work. Just replace the XX with the 2 digit number from above to get that color.

Code:
P1 Training Mode Color Change
8019098E 00XX
P2
80190A02 00XX
P3
80190A74 00XX
P4
80190AEA 00XX
I didn't really test any of them out, but they should work. I don't really know how to share cheat engine codes like Madao, but I quickly found one for mupen re-recording
 

Madao

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Messages
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I had player 1 training mode color in my table. Gj getting the rest though, tehz. An easy way to convert addresses is to use an offset calculator. Although 1byte and 2byte variables are tricky because emulators use little endian, while n64 uses big endian. The address for 4byte variables stay the same.
Here's the mupen-rr offset to n64. 0x7F714580. You add that number to any address in mupen table to get n64 equivalent.

The byte ordering in big endian is 0123 and 3210 in little endian. For 1 byte variables, you have to XOR the address by 3, and for 2 byte variables, you have to XOR by 2. 4 Byte variables don't change.
So say you want to convert player 1 stage number from mupen-rr cheat engine to gameshark. The address in mupen is 0x990564, so you add that number with 0x7F714580 and get 800A4AE4, then you do XOR 3 to change 4 to 7. The end result should be 800A4AE7. Windows calculator has a programmer mode (at least in windows 7, I know xp doesn't have), and you can do operations like XOR which is quite useful.

Oh and that player 1 body color address is some glitched thing. I might as well erase it since the glitch only seems to work in Nemu. Lol according to my offset calculator, player 1 training mode color address should be 801385A7 for gameshark code. But maybe there's multiple codes for the same effect lol.

I need to fix my table and delete all the extra stuff. There was no point in me saving the addresses for the compressed hitbox data. I already wrote down the offsets in a copy of toomai's chart that nobody even reads ;/ . I'm trying to think of what I should add to the table.
 

tehz

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Joined
Mar 27, 2010
Messages
188
Yeah, I found a similar to 0x990564 when I quickly played around with cheat engine/mupen-rr. That address "holds" the color value on the SSS from another address in the CSS, and then sets the value into my P1 address from above (I think). The addresses I posted are only active in battle, and are based on the character select codes in your big gameshark thread (I was lazy and needed to do something quick. I should have just figured that you had already found the addresses and they were in your table lol).

One day I want to make something that lets you change the colors on the CSS, but I need to look into the asm a lot more.
 

mixa

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Ugh... I don't get it, and I don't get why I find this so hard. I can't do that stage swap gameshark thing either. I'm most likely half ********.
Thanks anyway.
 

Studstill

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Mar 16, 2014
Messages
807
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.
Gloabl Staleness?
 

Studstill

Smash Ace
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Mar 16, 2014
Messages
807
Staleness isn't reset by death.

Unless you meant something else but I don't know what you mean by "gloabl".
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.
 
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rjgbadger

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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
 

Studstill

Smash Ace
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Messages
807
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
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.
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.
In that you can have more than one move be stale simultaneously.
 
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MCG

Smash Apprentice
Joined
Nov 11, 2013
Messages
95
I'll use this post as an index for everything I've done related with the frame display project.

Extra moves that I made
FD_extra.zip
Contains:

dk/
dk/getup-a-d/
dk/getup-d/
dk/getup-r-b-d/
dk/getup-r-f-d/
dk/getup-r-f-u/
dk/shield-d/
dk/shield-j/
dk/tech-n/
dk/tech-none-d/
dk/tech-none-u/
dk/tech-r-b/
dk/tech-r-f/
falcon/
falcon/getup-d/
falcon/getup-r-b-u/
falcon/getup-r-f-d/
falcon/getup-r-f-u/
falcon/getup-u/
falcon/shield-d/
falcon/shield-j/
falcon/tech-n/
falcon/tech-none-d/
falcon/tech-none-u/
falcon/tech-r-b/
falcon/tech-r-f/
fox/
fox/getup-r-b-u/
fox/getup-r-f-d/
fox/getup-r-f-u/
fox/getup-u/
fox/shield-d/
fox/shield-j/
fox/tech-n/
fox/tech-none-d/
fox/tech-none-u/
fox/tech-r-b/
fox/tech-r-f/
kirby/
kirby/getup-a-d/
kirby/getup-d/
kirby/getup-r-b-d/
kirby/getup-r-b-u/
kirby/getup-r-f-d/
kirby/shield-d/
kirby/shield-j/
kirby/tech-n/
kirby/tech-none-d/
kirby/tech-none-u/
kirby/tech-r-b/
kirby/tech-r-f/
link/
link/getup-a-d/
link/getup-d/
link/getup-r-b-d/
link/getup-r-f-d/
link/getup-r-f-u/
link/shield-d/
link/shield-j/
link/tech-n/
link/tech-none-d/
link/tech-none-u/
link/tech-r-b/
link/tech-r-f/
luigi/
luigi/getup-a-d/
luigi/getup-d/
luigi/getup-r-b-d/
luigi/getup-r-f-d/
luigi/getup-r-f-u/
luigi/shield-d/
luigi/shield-j/
luigi/tech-n/
luigi/tech-none-d/
luigi/tech-none-u/
luigi/tech-r-b/
luigi/tech-r-f/
mario/
mario/getup-a-d/
mario/getup-d/
mario/getup-r-b-d/
mario/getup-r-f-d/
mario/getup-r-f-u/
mario/shield-d/
mario/shield-j/
mario/tech-n/
mario/tech-none-d/
mario/tech-none-u/
mario/tech-r-b/
mario/tech-r-f/
ness/
ness/getup-r-b-u/
ness/getup-r-f-d/
ness/getup-r-f-u/
ness/getup-u/
ness/shield-d/
ness/shield-j/
ness/tech-n/
ness/tech-none-d/
ness/tech-none-u/
ness/tech-r-b/
ness/tech-r-f/
pikachu/
pikachu/getup-a-u/
pikachu/getup-r-b-d/
pikachu/getup-r-b-u/
pikachu/getup-r-f-u/
pikachu/getup-u/
pikachu/shield-d/
pikachu/shield-j/
pikachu/tech-n/
pikachu/tech-none-d/
pikachu/tech-none-u/
pikachu/tech-r-b/
pikachu/tech-r-f/
purin/
purin/getup-a-d/
purin/getup-d/
purin/getup-r-b-d/
purin/getup-r-b-u/
purin/getup-r-f-d/
purin/shield-d/
purin/shield-j/
purin/tech-n/
purin/tech-none-d/
purin/tech-none-u/
purin/tech-r-b/
purin/tech-r-f/
samus/
samus/getup-d/
samus/getup-r-b-d/
samus/getup-r-b-u/
samus/getup-r-f-d/
samus/shield-d/
samus/shield-j/
samus/tech-n/
samus/tech-none-d/
samus/tech-none-u/
samus/tech-r-b/
samus/tech-r-f/
yoshi/
yoshi/getup-a-u/
yoshi/getup-r-b-u/
yoshi/getup-r-f-d/
yoshi/getup-r-f-u/
yoshi/getup-u/
yoshi/shield-d/
yoshi/shield-j/
yoshi/shield-p/
yoshi/special-d-a/
yoshi/tech-n/
yoshi/tech-none-d/
yoshi/tech-none-u/
yoshi/tech-r-b/
yoshi/tech-r-f/

https://drive.google.com/file/d/0B7wF2exGsmj7WGFOUWRMU1h2TGs

GIF & MP4
Every GIF's and MP4's made so far are here : http://smashboards.com/threads/compilation-of-technical-frame-data.325142/page-2#post-17072085
List: deleted the uploaded archive, pm me if you want it.

More on gifs and move specific animations :
http://smashboards.com/threads/compilation-of-technical-frame-data.325142/page-2#post-17072085

HTML5/JS
html5/javascript page that can display the moves frame by frame : https://dl.dropboxusercontent.com/u/88350135/webfd/framedisplay.html
 
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