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Project M -- Post if you'd like to offer assistance meleefying chars

Isatis

If specified, this will repl[0x00000000]ce the
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BRoomer
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Tell me if you need any installers written for Project M, as I'm sure there's going to be a lot of updates going around =)
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
shanus, do you want me to make the codeset load .pacs and textures from /pm/
sure, thatd be great :)



Bionic, when the time comes, that would be awesome :)


Edit:

For those who haven't read the other forum yet:

FerociBlanka said:
-Air Slide Toss (or w/e you want to call it) has been made. (Along with this comes DownADSpecialCancel or w/e, see below.) When you attempt to do the same action in the air as a slide toss, I.E. dodge, and throw an item just before the dodge comes out, you'll shift and burst in ANY direction and throw. It's the same as a slide toss, but in the AIR and you can do itin ANY direction. This also suprisingly works with Zair too. Samus, Link, and Diddy would be great with an AT like this.

-DownADSpecialCancel or w/e has also been made. When you airdodge in any downward direction, you can cancel it with a special. All momentum from the AD is maintained, added, or subtracted within/to/from the special you use. Although, peculiarly, it doesn't work with Diddy. I'll keep looking.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Would like to sign up to the forum but your website won't sent me a password. Stupid website.

About to test the game with some people now (10th best in the country at Melee lulz).
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Yay. I think I finally figured out a way to measure distance in melee: Home Run Contest. Just gotta figure out how tall the platform is using the measurements given. Then do the same thing in brawl. If they're the same, good. If not, that's fine, too. Just need to figure out how many units in brawl the height of the melee HRC stage is, using the assumption that "feet" are the same units in both games. After that, I can have chars run off the side, time how long it takes them to reach the bottom, and since it's such a short drop, they probably won't be reaching their terminal velocity, either. With both time and distance, I can actually calculate proper gravities for the characters!
 

Isatis

If specified, this will repl[0x00000000]ce the
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Messages
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Location
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reverite
Bionic, when the time comes, that would be awesome :)
Well, I meant a password-protected installer for closed beta testers, but either way is fine with me =D

Would like to sign up to the forum but your website won't sent me a password. Stupid website.

About to test the game with some people now (10th best in the country at Melee lulz).
I could generate a random password and send it to you via PM
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
That'd be great, thanks. Played for a while, had a few crashes. A few observations, but I'm sure they're probably not necessary.
 

Isatis

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Shanus is the only one that can do that, it keeps giving me "Access Denied" =/
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Permissions is now updated, Bionic you now also have full mod access to the forums.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
And yes, I think Cape's set needs this too, it's one of the few things that would make the mechanics mesh at least somewhat better.
I was looking at this too (and came to this thread to see who was doing the physics :-p). The problem with the slow play of Brawl+ is the slower overall physics in some instances for sure. Wonder if its possible to optomise these characters physics for plus:

Pit more Ugrav (Look into autocancel uair and nair)
Charizard more Ugrav
Ivysaur more Ugrav
ROB more Ugrav
Sonic more U grav (Just need to look at autocancel fair)
Link more U grav
Mario more U grav (Look into autocancel uair (but remove second aerial function)
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
If we can make the physics better, theres no reason to just stop.

Sure, stability is good, but I thought betas and such are FOR testing radical changes and tweaks here and there.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Veril's upset because all of his data he keeps making becomes useless if we change physics and that he would have to do it all over again. (Talk about being selfish sir D: )
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
w.e. I didn't see any of my roster on there (Ganon, JP, Lucas, MK) which is good, I like their physics as is. I am tired of radical changes, part of that is because of the testing I do (which doesn't ALL become useless by any means, I just need to recalculate w values and tech escape points, which is amazingly tedious) but moreso cause of change fatigue. I'd rather be polishing and perfecting at this point than making more major changes.

5.0 is pretty much dead, I doubt if I show up at an insomnia smashfest I'll be playing 5.0. The beta already forces us to learn enough new stuff without adding on even more physics changes. At the very least, I'd like to hear exactly what characters would be changed with the rationale behind it.

Talk about being selfish sir D:
you f***ing better not be serious about that.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Wrong topic to be discussing Brawl+ in boys. This is about Melee 2.0 or whatever. Talk about it elsewhere.

EDIT: Veri remember sarcasm doesn't carry well over the net. Settle down, I know Falco400, he's not a ****.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Random fun code idea:

Final Smash earning:

You have a meter which fills directly proportional to the damage that you deal (not including projectiles).
The meter drains at a rate of say, 2%/second to discourage camping.

After you hit a cap of around 80-90 on the meter, you earn a final smash.

The new final smash would have the following properties:
It is initiated at any time through a button press of A+B.
It cancels all lag of the move currently used.
Your next offensive collision deals 1.5x knockback.
This final smash can be smacked out of you just like they are now.


I think it'd be pretty epic, just tossing out this idea for fun :)
 

Yeroc

Theory Coder
BRoomer
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Feb 28, 2004
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In a world of my own devising
lol, I had this exact same idea. If we could find a way to hijack the score display to keep visual track of it, it'd be even more awesome. What sort of bonus should we grant for a KO?
 

shanus

Smash Hero
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Nov 17, 2005
Messages
6,055
We don't even need a meter display, we can just have the character do slow flashes of the final smash aura around them as they get closer to getting maxed out!
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
kupo15 said:
I haven't played it yet but I got something from PW that might help Project M and/or B+ for you.
Anyways, for modifying the edge snap distances, you'll need to open the character's .pac file in a hex editor and go to:

[[[[0x64] + ([0x68] * 0x4) + 0x80] + 0x90] + 0x94] + 0x80

Square brackets represent the value inside the address indicated.

From there the values are:

+0x4 Minimum distance below edge before edge snap.
+0x8 Distance window away from edge.
+0xC Distance window after minimum distance below edge.

The 0x8 value allows you to modify the distance, but it affects both forward and back edge snapping. You can use the global multiplier for backwards edge snapping to adjust that, but it will apply to all characters. (likely courtesy of the fighter.pac file)

Reverse Edge Snap Modifier: [Phantom Wings]
4A000000 80B883A8
14000000 XXXXXXXX

Where XX is a floating point value.

Just remember that it only modifies the horizontal distance, so if you manage to be exactly under the edge, you will still snap to it.
And here... we... go!
 

Magus420

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Location
Close to Trenton, NJ Posts: 4,071
I was expecting something more like:

open the character's .pac file in a hex editor and go to:

0x___

From there the values are:

+0x4 Minimum distance below edge before edge snap.
+0x8 Distance window away from edge.
+0xC Distance window after minimum distance below edge.
Are they not attributes?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Code:
Hybrid Air Dodging v.1, Shanus
07060Z08 000000YY    (ADJUST Z AND YY - CTRL F XXXXXX and insert appropriate Mem address)

THIS PART IS FOR INSERTION INTO ACTION 21:
000A0400 XXXXXX00    IF NEUTRAL
000B0400 XXXXXX20        IF NEUTRAL
04000100 XXXXXX40             Change subaction: air dodge
000E0000 00000000    Else
02010200 XXXXXX48        Change Action 19, req = on ground
04000100 XXXXXX58        Change Subaction: Air dodge
12060200 XXXXXX60        Set Float Var: Ra-Float80 = IC Basic 1011
12060200 XXXXXX70        Set Float Var: RA-Float83 = IC basic 1018
120A0100 XXXXXX78        Bit Variable set: RA-Basic85
[S]00070100 CALLSUBR        Call subroutine for the movement (lasts 3 frames)
00020100 XXXXXX80        Asynch timer: 3
06050100 XXXXXX88        Body collision: intangible
00070100 CALLSUBR        Call subroutine for the movement (lasts 3 frames)
00070100 CALLSUBR        Call subroutine for the movement (lasts 3 frames)[/S]
[COLOR="Red"](THIS WAS ORIGINALLY IN A SUBROUTINE, REMOVING SUBROUTINE CALL)
00040100 CCCCCC00        Set Loop 8 times   (OLD LOOP REFERENCE WAS 3 FRAMES, CHANGE TO 8)
0E080400 CCCCCC08            Set all momentum to 0
0E020100 CCCCCC28            Set gravity to 0
0E010200 CCCCCC30            Add momentum X/Y equal to RA Floats
0E010200 CCCCCC30            Add momentum X/Y equal to RA Floats   (RUNNING THIS TWICE, BUT WRITING ONCE)
[S]02010200 CCCCCC50            Change Action 19, req = on ground[/S]
00010100 CCCCCC60            Synch Frame = 1
00050000 00000000        Execute loop[/COLOR]

00040100 XXXXXX90        Set Loop [COLOR="Red"]13[/COLOR] (FROM 16) times
0E080400 XXXXXX98            Set all momentum to 0
[COLOR="Red"]
0E020100 CCCCCC28            Set gravity to 0
0E010200 CCCCCC30            Add momentum X/Y equal to RA Floats[/COLOR]


00010100 XXXXXXB8            Synch Frame = 1
00050000 00000000        Execute loop
[COLOR="Red"]
0E020100 CCCCCC28            Set gravity off
00010100 XXXXXXB8            Synch Frame = 8
0E080400 XXXXXX98            Set all momentum to 0
[/COLOR]

[S]06050100 XXXXXXC0        Body Collision: Normal
0E060100 XXXXXXC8        Disable Horizontal Movement[/S]
00010100 XXXXXXD0        Synch Timer: [S]12[/S] [COLOR="Red"]8[/COLOR] Frames
120B0100 XXXXXXD8        Bit var clear: Ra-Basic[85]
02010200 XXXXXXE0        Change action: 10, req in air
000F0000 00000000    End If

DATA:
Start:
000F0000 00000000
02010200 80FAF3EC
00090100 81060FE0
IF:
00000006 00000007
00000005 000003F5
00000000 00000000
00000005 00000C5C
If2:
00000006 00000007
00000005 000003FB
00000000 00000000
00000005 00000C5D
Change subaction = Air dodge
00000000 00000046
Else
Change Action SpecialFallground, req On Ground
00000000 00000019
00000006 00000003
Change subaction = Air dodge
00000000 00000046
Set RA-Float[80] to equal joystick horizontals (IC-Basic1011)
00000005 000003F3
00000005 21000050
Set RA-Float[83] to equal joystick horizontals (IC-Basic1018)
00000005 000003FA
00000005 21000053
Set RA-Basic[85] to true
00000005 20000055
Asynch Timer = 3 (scalar)
00000001 00012BF20
Body Collision Intangible
00000000 00000002
Set Loop 16 times
00000000 00000010
Set Horiz & Vert momentum to zero
00000000 00000000
00000000 00000000
00000000 00000001
00000000 00000001
Synchronous Timer Frames=1
00000001 0000EA60
Body Collision Normal
00000000 00000000
Disable Horizontal movement
00000000 00000002
Synchronous Timer Frames=16
00000001 000EA600
Bit var clear, Ra-Basic 85 to false
00000005 20000055
Change Action SpecialFall, req In Air
00000000 00000010
00000006 00000004

-------------------------------------------------

SUBROUTINE STUFF:
00040100 CCCCCC00        Set Loop 3 times
0E080400 CCCCCC08            Set all momentum to 0
0E020100 CCCCCC28            Set gravity to 0
0E010200 CCCCCC30            Add momentum X/Y equal to RA Floats
0E010200 CCCCCC30            Add momentum X/Y equal to RA Floats   (RUNNING THIS TWICE, BUT WRITING ONCE)
02010200 CCCCCC50            Change Action 19, req = on ground
00010100 CCCCCC60            Synch Frame = 1
00050000 00000000        Execute loop

Data:
Set Loop 3 times
00000000 00000003
Set Horiz & Vert momentum to zero
00000000 00000000
00000000 00000000
00000000 00000001
00000000 00000001
Set Gravity to zero
00000000 00000001
Add momentum x/y equal to RA floats
00000005 21000050
00000005 21000053
Change Action SpecialFallground, req On Ground
00000000 00000019
00000006 00000003
Synchronous Timer Frames=1
00000001 0000EA60

-----------------------------------------------

THIS PART IS FOR ACTION 19
000A0200 DDDDDD00   If Bit is Set: RA-Basic[85]
08000100 DDDDDD20       Set Air Ground 0-1
04070100 DDDDDD28       Frame speed set at 2.5x
00020100 DDDDDD30       Synch Timer = 25 frames (really 10 frames)
64000000 00000000       Allow Interrupt
000F0000 00000000   End If
120B0100 DDDDDD38   Bit Var clear: RA-Basic[85]=false


Data:
If bit is set, ra basic 85
00000006 00000008
00000005 20000055
Set Air Ground to 0-1
00000000 00000001
Frame Speed
00000001 000249F0
Synch timer
00000001 0016E360
Bit var clear, Ra-Basic 85 to false
00000005 20000055


-----------------------------------------------
End (EDIT ADDRESSES):
00000002 XXXXXX08
06FC1C58 00000008
00090100 XXXXXXE8
Updating notes on a potential new HAD for decaying, not positive yet
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
They are attributes sorta, just stored in a different location.
I already coded a way to find where they are in a given .pac file.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Another update, I'm hoping this will work:
Code:
THIS PART IS FOR INSERTION INTO ACTION 21:
000A0400 XXXXXX00    IF NEUTRAL
000B0400 XXXXXX20        IF NEUTRAL
04000100 XXXXXX40             Change subaction: air dodge
000E0000 00000000    Else
02010200 XXXXXX48        Change Action 19, req = on ground
04000100 XXXXXX58        Change Subaction: Air dodge
12060200 XXXXXX60        Set Float Var: Ra-Float80 = IC Basic 1011
12060200 XXXXXX70        Set Float Var: RA-Float83 = IC basic 1018
120A0100 XXXXXX78        Bit Variable set: RA-Basic85
00040100 XXXXXX80        Set Loop 29 times
0E080400 XXXXXX88            Set all momentum to 0
0E020100 XXXXXXA0            Set gravity to 0
0E010200 XXXXXXA8            Add momentum X/Y equal to RA Floats
0E010200 XXXXXXB8            Add momentum X/Y equal to RA Floats
000A0400 XXXXXXC8            If RA-Float 80 > 0
12080200 XXXXXXE8                Float Variable Subtract - RA-Float 80 - .05
000D0400 XXXXXXF8            Else If RA-Float 80 < 0
12070200 XXXXX118                Float Variable Add - RA-Float 80 + .05
000F0000 00000000            End If
000A0400 XXXXXXZZ            If RA-Float 83 > 0
12080200 XXXXXXZZ                Float Variable Subtract - RA-Float 83 - .05
000D0400 XXXXXXZZ            Else If RA-Float 83 < 0
12070200 XXXXXXZZ                Float Variable Add - RA-Float 83 + .05
000F0000 00000000            End If
02010200 CCCCCC50            Change Action 19, req = on ground
00010100 CCCCCC60            Synch Frame = 1
00050000 00000000        Execute loop
00010100 XXXXXXD0        Synch Timer: 9 Frames
120B0100 XXXXXXD8        Bit var clear: Ra-Basic[85]
02010200 XXXXXXE0        Change action: 10, req in air
000F0000 00000000    End If

DATA:
IF neutral:
00000006 00000007
00000005 000003F5
00000000 00000000
00000005 00000C5C
If neutral (part 2):
00000006 00000007
00000005 000003FB
00000000 00000000
00000005 00000C5D
Change subaction = Air dodge
00000000 00000046

Else
Change Action SpecialFallground, req On Ground
00000000 00000019
00000006 00000003
Change subaction = Air dodge
00000000 00000046
Set RA-Float[80] to equal joystick horizontals (IC-Basic1011)
00000005 000003F3
00000005 21000050
Set RA-Float[83] to equal joystick horizontals (IC-Basic1018)
00000005 000003FA
00000005 21000053
Set RA-Basic[85] to true
00000005 20000055
Set Loop 29 times
00000000 0000001D
Set Horiz & Vert momentum to zero
00000000 00000000
00000000 00000000
00000000 00000001
00000000 00000001
Set Gravity to zero
00000000 00000001
Add momentum x/y equal to RA floats
00000005 21000050
00000005 21000053
If RA-Float 80 > 0:
00000006 00000007
00000005 21000050
00000000 00000005
00000000 00000000
Float variable subtract .05 from RA-Float 80
00000001 00000BB8
00000005 21000050
Else If RA-Float 80 < 0:
00000006 00000007
00000005 21000050
00000000 00000000
00000000 00000000
Float variable add .05 to RA-Float 80
00000001 00000BB8
00000005 21000050
If RA-Float 83 > 0:
00000006 00000007
00000005 21000053
00000000 00000005
00000000 00000000
Float variable subtract .05 from RA-Float 80
00000001 00000BB8
00000005 21000053
Else If RA-Float 80 < 0:
00000006 00000007
00000005 21000053
00000000 00000000
00000000 00000000
Float variable add .05 to RA-Float 80
00000001 00000BB8
00000005 21000053
Change Action SpecialFallground, req On Ground
00000000 00000019
00000006 00000003
Synchronous Timer Frames=1
00000001 0000EA60
Execute Loop
Synchronous Timer Frames=16
00000001 000EA600
Bit var clear, Ra-Basic 85 to false
00000005 20000055
Change Action SpecialFall, req In Air
00000000 00000010
00000006 00000004

-----------------------------------------------

THIS PART IS FOR ACTION 19
000A0200 DDDDDD00   If Bit is Set: RA-Basic[85]
08000100 DDDDDD20       Set Air Ground 0-1
04070100 DDDDDD28       Frame speed set at 2.5x
00020100 DDDDDD30       Synch Timer = 25 frames (really 10 frames)
64000000 00000000       Allow Interrupt
000F0000 00000000   End If
120B0100 DDDDDD38   Bit Var clear: RA-Basic[85]=false


Data:
If bit is set, ra basic 85
00000006 00000008
00000005 20000055
Set Air Ground to 0-1
00000000 00000001
Frame Speed
00000001 000249F0
Synch timer
00000001 0016E360
Bit var clear, Ra-Basic 85 to false
00000005 20000055


-----------------------------------------------
End (EDIT ADDRESSES):
00000002 XXXXXX08
06FC1C58 00000008
00090100 XXXXXXE8

This is only doing BADs according to Count_Kaiser:
Code:
HAD v1.8  [Shanus, Yeroc]
07060C00 00000380
00000006 00000007
00000005 000003F5
00000000 00000000
00000005 00000C5C
00000006 00000007
00000005 000003FB
00000000 00000000
00000005 00000C5D
00000000 00000046
00000000 00000019
00000006 00000003
00000000 00000046
00000005 000003F3
00000005 21000050
00000005 000003FA
00000005 21000053
00000005 20000055
00000000 0000001D
00000000 00000000
00000000 00000000
00000000 00000001
00000000 00000001
00000000 00000001
00000005 21000050
00000005 21000053
00000006 00000007
00000005 21000050
00000000 00000005
00000000 00000000
00000001 00000BB8
00000005 21000050
00000006 00000007
00000005 21000050
00000000 00000000
00000000 00000000
00000001 00000BB8
00000005 21000050
00000006 00000007
00000005 21000053
00000000 00000005
00000000 00000000
00000001 00000BB8
00000005 21000053
00000006 00000007
00000005 21000053
00000000 00000000
00000000 00000000
00000001 00000BB8
00000005 21000053
00000000 00000019
00000006 00000003
00000001 0000EA60
00000001 00083D60
00000005 20000055
00000000 00000010
00000006 00000004
00000006 00000008
00000005 20000055
00000000 00000001
00000001 000249F0
00000001 000927C0
00000005 20000055
00000002 80FB18FC
00000002 80FC1CA8
00000002 81060DA8
00000002 81060EC0
000A0400 81060C00
000B0400 81060C20
04000100 81060C40
000E0000 00000000
02010200 81060C48
04000100 81060C58
12060200 81060C60
12060200 81060C70
120A0100 81060C80
00040100 81060C88
0E080400 81060C90
0E020100 81060CB0
0E010200 81060CB8
0E010200 81060CB8
000A0400 81060CC8
12080200 81060CE8
000D0400 81060CF8
12070200 81060D18
000F0000 00000000
000A0400 81060D28
12080200 81060D48
000D0400 81060D58
12070200 81060D78
000F0000 00000000
02010200 81060D88
00010100 81060D98
00050000 00000000
00010100 81060DA0
120B0100 81060DA8
02010200 81060DB0
000F0000 00000000
00090100 81060DF0
000A0200 81060DC0
08000100 81060DD0
04070100 81060DD8
00010100 81060DE0
64000000 00000000
000F0000 00000000
120B0100 81060DE8
02010200 80FAF454
00090100 81060DF8
06FB18F4 00000010
00090100 81060E00
00020000 00000000
06FC1CA0 00000008
00090100 81060E08

Edit: If you want to have an easier time following the tracking of the offsets, I have an excel file with it all mapped out. I don't get why its not working, wtb Yeroc or Dantarion
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Fighter.pac Offset: 80F9FC20
Relative offset to overwrite: 21BF0
Relative Offset to return on: 21BF8


Absolute offset to overwrite: 80FC1810
Absolute offset to return to: 80FC1818

Change Action 034, req = Button Press 3
Additional Requirement: Button Press 0
Additional Requirement: On Ground
07010000
Go to: Line after line write in fighter.pac
Memory Location for line to overwrite in fighter.pac
Overwrite with Go to start of this code.
-----------------------------------------

Code:
JC Grabs [Shanus]
070XXXXX 00000068

Data:
00000000 00000034
00000006 00000030
00000000 00000003
00000006 00000030
00000000 00000000
00000006 00000003
00000002 80FC1818
00000002 80FC1810

Actions:
02010300 GGXXXX00
02040200 GGXXXX18
02040100 GGXXXX20
07010000 00000000
00090100 GGXXXX28
06FC1810 00000008
00090100 GGXXXX30
----------------------------------------------------------

Powershield reflect:
Fighter.pac Offset: 80F9FC20
Relative offset to overwrite: 1161C
Relative Offset to return on: 11624


Absolute offset to overwrite: 80FB123C
Absolute offset to return to: 80FB1244

06170300 0-3, 0-0, 0-2 [Reflect]
0A000100 0-D9
Go to: Line after line write in fighter.pac
Memory Location for line to overwrite in fighter.pac
Overwrite with Go to start of this code.

-----------------------------------------------------------
Code:
PS Reflect [Shanus]
070YYYYY 00000048

Data:
00000000 00000003
00000000 00000000
00000000 00000002
00000000 000000D9
00000002 80FB1244
00000002 80FB123C

Actions:
06170300 HHYYYY00
0A000100 HHYYYY18
00090100 HHYYYY20
06FB123C 00000008
00090100 HHYYYY28




TEST:
Code:
HAD v1.9 Part 1
07060C00 000002C8
00070100 80FB18E4
000A0400 81060D08
000B0400 81060D28
04000100 81060D48
000E0000 00000000
02010200 81060D50
04000100 81060D60
12060200 81060D68
12060200 81060D78
120A0100 81060D88
00040100 81060D90
0E080400 81060D98
0E020100 81060DB8
0E010200 81060DC0
0E010200 81060DC0
000A0400 81060DD0
12080200 81060DF0
000D0400 81060E00
12070200 81060E20
000F0000 00000000
000A0400 81060E30
12080200 81060E50
000D0400 81060E60
12070200 81060E80
000F0000 00000000
02010200 81060E90
00010100 81060EA0
00050000 00000000
00010100 81060EA8
120B0100 81060EB0
02010200 81060EB8
000F0000 00000000
00090100 81060EC8
00000006 00000007
00000005 000003F5
00000000 00000000
00000005 00000C5C
00000006 00000007
00000005 000003FB
00000000 00000000
00000005 00000C5D
00000000 00000046
00000000 00000019
00000006 00000003
00000000 00000046
00000005 000003F3
00000005 21000050
00000005 000003FA
00000005 21000053
00000005 20000055
00000000 0000001D
00000000 00000000
00000000 00000000
00000000 00000001
00000000 00000001
00000000 00000001
00000005 21000050
00000005 21000053
00000006 00000007
00000005 21000050
00000000 00000005
00000000 00000000
00000001 00000BB8
00000005 21000050
00000006 00000007
00000005 21000050
00000000 00000000
00000000 00000000
00000001 00000BB8
00000005 21000050
00000006 00000007
00000005 21000053
00000000 00000005
00000000 00000000
00000001 00000BB8
00000005 21000053
00000006 00000007
00000005 21000053
00000000 00000000
00000000 00000000
00000001 00000BB8
00000005 21000053
00000000 00000019
00000006 00000003
00000001 0000EA60
00000001 00083D60
00000005 20000055
00000000 00000010
00000006 00000004
00000002 80FB18FC
00000002 81060C00
06FB18F4 00000010
00090100 81060ED0
00020000 00000000

HAD Part 2 v 1.9
07060EF0 000000A0
00000006 00000008
00000005 20000055
00000000 00000001
00000000 0000000F
00000006 00000004
00000001 000249F0
00000001 000927C0
00000005 20000055
00000002 80FC1CA8
00000002 81060F40
000A0200 81060EF0
08000100 81060F00
02010200 81060F08
04070100 81060F18
00010100 81060F20
64000000 00000000
000F0000 00000000
120B0100 81060F28
02010200 80FAF454
00090100 81060F30
06FC1CA0 00000008
00090100 81060F38

JC Grabs [Shanus]
065860F0 00000068
00000000 00000034
00000006 00000030
00000000 00000003
00000006 00000030
00000000 00000000
00000006 00000003
00000002 80FC1818
00000002 60586130
02010300 605860F0
02040200 60586108
02040100 60586118
07010000 00000000
00090100 60586120
06FC1810 00000008
00090100 60586128

PS Reflect [Shanus]
06586158 00000048
00000000 00000003
00000000 00000000
00000000 00000002
00000000 000000D9
00000002 80FB1244
00000002 60586188
06170300 60586158
0A000100 60586170
00090100 60586178
06FB123C 00000008
00090100 60586180
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
My tests with landing detection have shown that it is TopN which connects with the ground to trigger landing.

On some characters, namely C. Falcon, the animations are already placed low enough with respect to TopN that when they're in the air they perform similar to Melee. Look at Falcon in frame advance and you'll see that as he lands part of his foot clips, as he knees part of his leg clips, and as he AD's, his leg clips etc. In Melee he'd sink until his upper knee connected. Here it's less, but among the better results of the Brawl cast.

What this means is that characters who's animations are placed relatively high compared to their TopN bone need have their animations shifted down. This is a simple but painful process involving adding -Y (-5.5ish for Ganon) to their TransN bone's Y Translation Value for every aerial animation (easy for most things except B-moves that move using this bone), and then adjusting every ground-to-air animation to fit.

I've gotten this working pretty well for Ganon, I just need to figure out how to deal with him being 5.5 units lower than usual when releasing from a ledge, and make sure that he's not 5.5 units lower when thrown, which may be related to ThrownN bone.

When I get everything ironed out I will post a detailed how-to guide with pictures so that everyone can help in this grunt work :p. It's a bit of work, but it'll really pay off in terms of making timings and jumps feel more natural.

For now I'm packing up and moving to Columbus for the break. Hype Holidaze.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
isn't the TopN edit animation specific which won't alter the thrown animation? I imagine it might be more of an issue with ledgehopped aerials, however.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
It shouldn't alter the thrown animation, but as soon as the character is out of the throw animation they might teleport down a few units... I don't know yet. I'll have to test a lot of things including that and fixing ledge dropping before I put together this guide.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Code:
JC Grabs [Shanus]
065860F0 00000068
00000000 00000034
00000006 00000030
00000000 00000003
00000006 00000030
00000000 00000000
00000006 00000003
00000002 80FC1818
00000002 60586130
07010000 00000000
02010300 605860F0
02040200 60586108
02040100 60586118
00090100 60586120
06FC1810 00000008
00090100 60586128

PS Reflect [Shanus]
06586160 00000048
00000000 00000003
00000000 00000000
00000000 00000002
00000000 000000D9
00000002 80FB1244
00000002 60586190
06170300 60586160
0A000100 60586178
00090100 60586180
06FB123C 00000008
00090100 60586188
and explanations on how they work:
Code:
Fighter.pac Offset:             80F9FC20
Relative offset to overwrite:      21BF0
Relative Offset to return on:      21BF8


Absolute offset to overwrite:   80FC1810
Absolute offset to return to:   80FC1818

Change Action 034, req = Button Press 3
Additional Requirement: Button Press 0
Additional Requirement: On Ground
07010000

-----------------------------------------

[code]
070XXXXXX 00000078

Data:
00000000 00000034
00000006 00000030
00000000 00000003
00000006 00000030
00000000 00000000
00000006 00000003
00000002 80FC1818
00000002 80FC1810

Actions:
02010300 GGXXXX00
02040200 GGXXXX18
02040100 GGXXXX20
07010000 00000000
00090100 GGXXXX28
06FC1810 00000008
00090100 GGXXXX30
----------------------------------------------------------

Powershield reflect:
Fighter.pac Offset: 80F9FC20
Relative offset to overwrite: 1161C
Relative Offset to return on: 11624


Absolute offset to overwrite: 80FB123C
Absolute offset to return to: 80FB1244

06170300 0-3, 0-0, 0-2 [Reflect]
0A000100 0-D9

-----------------------------------------------------------

070XXXXXX 00000058

Data:
00000000 00000003
00000000 00000000
00000000 00000002
00000000 000000D9
00000002 80FB1244
00000002 80FB123C

Actions:
06170300 HHYYYY00
0A000100 HHYYYY18
00090100 HHYYYY20
06FB123C 00000008
00090100 HHYYYY28
[/code]

Yeroc, any idea why these freeze?
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
This project is the biggest tease ever. The idea of melee physics and ATs + button mapping and a buffer is pretty amazing. After the next release for B+ I'd love to help you guys out a bit... I mean, I can get all the throw info for you at least. I've gotten stupidly efficient at that s*** D:
 

DarkDragoon

Smash Champion
Joined
Dec 19, 2007
Messages
2,694
Location
AZ
NNID
LordDarkDragoon
This project is the biggest tease ever. The idea of melee physics and ATs + button mapping and a buffer is pretty amazing. After the next release for B+ I'd love to help you guys out a bit... I mean, I can get all the throw info for you at least. I've gotten stupidly efficient at that s*** D:
That would probably be reeaallllyyyy good for you to join Veril =].

But uh, are we moving all of our base of operations off the B+.net forums and onto here now or what?

Also, whats the status of that video Shanus? I can make a new one tomorrow, with real footage this time lol.
-DD
 
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