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It's like the difference between apples and oranges. They're both fruit and they're both good for you, but they do different things. BrawlBox and PSA are like apples and oranges, minus the delicious taste. BrawlBox is for editing models, textures, animations, etc. while PSA is for editing movesets.what's the difference between this and Brawlbox?
aha, i see. so it's like paper and paint? lol, thanks.It's like the difference between apples and oranges. They're both fruit and they're both good for you, but they do different things. BrawlBox and PSA are like apples and oranges, minus the delicious taste. BrawlBox is for editing models, textures, animations, etc. while PSA is for editing movesets.
In FitFox.pac, you need to go to offsets 18D30 and 18E00. Those contain the hitboxes for Fox's lasers. The reason they don't flinch is that they have a special element (as I recall, it's element 18); you need to change the last two digits of the flags. If you want the new element to be the generic "none", change the last digit to 0 and subtract 1 from the second to last digit (which is likely also setting it to 0, but if it's 5 or 9, that will be setting it to 4 or 8 respectively).I was wondering how to make Fox's blaster flinch (just like Fox 64 or Falco) to his opponents?
That really helped me a lot! Srsly, I can't thank you enoughIn FitFox.pac, you need to go to offsets 18D30 and 18E00. Those contain the hitboxes for Fox's lasers. The reason they don't flinch is that they have a special element (as I recall, it's element 18); you need to change the last two digits of the flags. If you want the new element to be the generic "none", change the last digit to 0 and subtract 1 from the second to last digit (which is likely also setting it to 0, but if it's 5 or 9, that will be setting it to 4 or 8 respectively).
Doing this will only make them behave in a normal manner when they hit though; it won't change anything else about them, including firing speed. Fox's laser is very, very fast so you may want to make other changes unless this is for pure novelty.
PSA (formerly known as "Project Smash Attacks", "Plan Zero", or "Project SA") itself is a program that opens Fit*.pac files and it can let you manage moveset informations on character you have chosen. The asterisk in Fit*.pac is character's name (fitFOX.pac, fitCAPTAIN.pac, etc.)Ok, sorry if this has been asked a million times already, but what programs are required for a PSA hack (besides BrawlBox, which I have)?
Ok, I get that much, and that you can edit characters' moves using it and give them special effects (lightsaber/glowing sword effect). What do I need to look up info-wise for PSA? I'm guessing something to do with hexadecimal format and values for all kinds of stuff. That's what I really need...just some info on how to get started, and I'll go from there.PSA (formerly known as "Project Smash Attacks", "Plan Zero", or "Project SA") itself is a program that opens Fit*.pac files and it can let you manage moveset informations on character you have chosen. The asterisk in Fit*.pac is character's name (fitFOX.pac, fitCAPTAIN.pac, etc.)
0x000 Walk Initial Velocity
The starting velocity obtained the moment the character starts walking.
0
0x004 Walk Acceleration
The speed of acceleration while walking.
0
0x008 Walk Maximum Velocity
The maximum velocity obtainable while walking.
0
0x00C Stopping Velocity
The speed at which the character is able to stop at.
0
0x010 Dash & StopTurn Initial Velocity
The starting velocity obtained the moment the character starts a Dash.
0
0x014 StopTurn Deceleration
The speed at which the character decelerates upon performing a StopTurn.
0
0x018 StopTurn Acceleration
The speed at which the character accelerates after performing a StopTurn
0
0x01C Run Initial Velocity
The starting velocity obtained the moment the Dash turns into a Run.
0
0x020 Run Acceleration?
Reported to affect the time it takes to get to top running speed.
0
0x024
0
*0x028
1
0x02C
0
*0x030
1
0x034
0
0x038 Jump V Initial Velocity
The starting vertical velocity the character obtains when jumping.
0
0x03C
0
0x040 Jump H Initial Velocity
The maximum starting horazontal velocity the character is able to obtain when jumping.
0
0x044 Hop V Initial Velocity
The maximum vertical velocity the character obtains when hopping.
0
0x048 Air Jump Multiplier
The velocity obtained from an air jump proportional to the Jump V Initial Velocity.
0
0x04C
0
0x050 Footstool V Initial Velocity
The starting vertical velocity the character obtains upon performing a footstool jump.
0
0x054
0
0x058
0
0x05C
0
*0x060 Jumps
The number of consecutive jumps the character is able to perform.
1
0x064 Gravity
The speed at which the character accelerates downward.
0
0x068 Terminal Velocity
The maximum velocity obtainable due to gravity.
0
0x06C
0
0x070
0
0x074 Air Mobility
The speed at which the character is able to maneuver in air.
0
0x078 Air Stopping Mobility
The speed at which the character is able to stop themselves in air.
0
0x07C Maximum H Air Velocity
The maximum horazontal velocity the character is able to obtain in air.
0
0x080
0
0x084
0
0x088
0
*0x08C
1
0x090
0
0x094
0
0x098
0
*0x09C
1
*0x0A0
1
0x0A4
0
0x0A8
0
0x0AC
0
0x0B0 Weight
How resiliant the character is to knockback.
0
0x0B4 Character Size?
Reported to affect the character's size.
0
0x0B8
0
0x0BC
0
0x0C0
0
0x0C4 Shield Size
The size of the character's shield bubble when it is at full strength.
0
0x0C8 Shield Break Bounce Velocity
The Velocity at which the character bounces upwards upon having their shield broken.
0
0x0CC
0
0x0D0
0
0x0D4
0
0x0D8
0
0x0DC
0
0x0E0
0
0x0E4
0
*0x0E8
1
*0x0EC
1
*0x0F0
1
0x0F4
0
0x0F8 Edge Jump V Velocity
The starting vertical velocity obtained from an Edge Jump.
0
0x0FC Edge Jump H Velocity
The starting horazontal velocity obtained from an Edge Jump.
0
0x100
0
0x104
0
0x108
0
0x10C
0
0x110
0
*0x114
1
0x118 Item Throw Strength
The speed at which an item is projected when thrown.
0
0x11C
0
0x120
0
0x124
0
0x128 Projectile Weapon Use Move Speed
The speed at which the character is able to move at while firing a projectile weapon.
0
0x12C Projectile Weapon Use F Dash Speed
The speed at which a character moves during a forward dash while firing a projectile weapon.
0
0x130 Projectile Weapon Use B Dash Speed
The speed at which a character moves during a backward dash while firing a projectile weapon.
0
0x134
0
0x138
0
0x13C
0
0x140
0
0x144
0
0x148
0
0x14C
0
0x150
0
*0x154
1
*0x158
1
0x15C
0
0x160
0
0x164 Walljump H Velocity
The starting horazontal velocity obtained from a Walljump.
0
0x168 Walljump V Velocity
The starting vertical velocity obtained from a Walljump.
0
0x16C
0
0x170
0
*0x174
1
0x178
0
0x17C
0
*0x180
1
*0x184
1
0x188
0
0x18C
0
0x190
0
0x194
0
0x198
0
0x19C
0
0x1A0
0
0x1A4
0
*0x1A8
1
0x1AC
0
*0x1B0
1
0x1B4
0
*0x1B8
1
*0x1BC
1
0x1C0
0
*0x1C4
1
0x1C8
0
*0x1CC
1
*0x1D0
1
*0x1D4
1
*0x1D8
1
0x1DC
0
*0x1E0
1
0x1E4
0
0x1E8
0
0x1EC
0
0x1F0
0
0x1F4
0
0x1F8
0
0x1FC
0
0x200
0
0x204
0
0x208
0
0x20C
0
0x210
0
0x214
0
0x218
0
0x21C
0
*0x220
1
0x224
0
0x228
0
0x22C
0
0x230
0
*0x234
1
0x238
0
0x23C
0
0x240
0
0x244
0
0x248
0
0x24C
0
0x250
0
0x254
0
0x258
0
0x25C
0
0x260
0
0x264
0
0x268
0
0x26C
0
0x270
0
0x274
0
0x278
0
0x27C
0
0x280
0
0x284
0
0x288
0
*0x28C
1
*0x290
1
*0x294
1
0x298
0
*0x29C
1
0x2A0
0
0x2A4
0
0x2A8
0
0x2AC
0
0x2B0
0
0x2B4
0
0x2B8
0
0x2BC
0
*0x2C0
1
*0x2C4
1
*0x2C8
1
*0x2CC
1
*0x2D0
1
*0x2D4
1
*0x2D8
1
*0x2DC
1
*0x2E0
1
I'm pretty sure that any hitbox that deals 0% damage, or deals 0/0/0 knockback, cannot flinch or have freeze frames. Unzeroing these should allow the two.How do you make a windbox have knockback/hitstun/flinch?