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PSA Official Project Thread

Kaye Cruiser

Waveshocker Sigma
Joined
Aug 11, 2009
Messages
8,032
NNID
KayeCruiser
Switch FC
0740-7501-7043
dunno if anyone has been experiencing this glitch, but I have been editing Marth in the new PSA 1.3, and Ive noticed that an unrelated move to any that I edit suddenly freezes the game, Im quite experienced with this program and this is the first time this has happened.

Later today I started using PSA beta .2 and everything works perfectly, so maybe this should be looked in to

An example of my problem would be when I just added an allow interrupt to Marths Jab, the game froze when ever I would run or turn around
So THAT'S the problem! DDX Thank you so much for pointing that out buddy! :3 Now I can get back to making Hyper Sonic again! Back to .2¦D
 

Phantom Wings

Smash Apprentice
Joined
Jul 29, 2008
Messages
150
dunno if anyone has been experiencing this glitch, but I have been editing Marth in the new PSA 1.3, and Ive noticed that an unrelated move to any that I edit suddenly freezes the game, Im quite experienced with this program and this is the first time this has happened.

Later today I started using PSA beta .2 and everything works perfectly, so maybe this should be looked in to

An example of my problem would be when I just added an allow interrupt to Marths Jab, the game froze when ever I would run or turn around
Well, I've never heard of that up until now so thanks for the heads up. I'll see about fixing it.

By the way, has anyone noticed the txt file I added that allows you to change how events are displayed in the event viewer? It would be worth checking out for anyone who wants to contribute an event to the event list - it's named EventSyntax.txt and more information on it can be found in SyntaxInfo.txt
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Well, I've never heard of that up until now so thanks for the heads up. I'll see about fixing it.

By the way, has anyone noticed the txt file I added that allows you to change how events are displayed in the event viewer? It would be worth checking out for anyone who wants to contribute an event to the event list - it's named EventSyntax.txt and more information on it can be found in SyntaxInfo.txt
Code:
00010100
Synchronous Timer
Pause the current flow of events until the set time is reached. Synchronous timers count down when they are reached in the code.
1

00020000
Nop
No action.


00020100
Asynchronous Timer
Pause the current flow of events until the set time is reached. Asynchronous Timers start counting from the beginning of the animation.
1

00040100
Set Loop
Set a loop for X iterations. 
0

00050000
Execute Loop
Execute the the previously set loop.


00070100
Sub Routine
Enter the event routine specefied and return after ending.
2

00080000
Return
Return from a Subroutine.


00090100
Goto
Goto the event location specified and execute.
2

000A0100
If
Start an If block until an Else or an EndIf is reached.
6

000A0200
If
Start an If block until an Else or an EndIf is reached.
65

000A0400
If
Start an If block until an Else or an EndIf is reached.
6505

000E0000
Else
Insert an Else block inside an If block.


000D0400
Else If
Start an Else If block until an Else or an EndIf is reached.
6505

000F0000
End If
End an If block.


00100200
Switch
Begin a multiple case Switch block.
05

00110100
Case
Handler for if the variable in the switch statement equals the specified value.
0

00120000
Default Case
The case chosen if none of the others are executed.


00130000
End Switch
End a Switch block.


01010000
Loop Rest
Briefly return execution back to the system to prevent crashes during infinite loops.


02000300
Change Action
Change the current action upon the specified requirement being met. (the requirement does not have to be met at the time this code is executed - it can be used anytime after execution.)
006

02010200
Change Action
Change the current action upon the specified requirement being met. (the requirement does not have to be met at the time this code is executed - it can be used anytime after execution.)
06

02010300
Change Action
Change the current action upon the specified requirement being met. (the requirement does not have to be met at the time this code is executed - it can be used anytime after execution.)
065

02010500
Change Action
Change the current action upon the specified requirement being met. (the requirement does not have to be met at the time this code is executed - it can be used anytime after execution.)
06505

02040100
Additional Requirement
Add an additional requirement to the preceeding Change Action statement.
6

02040200
Additional Requirement
Add an additional requirement to the preceeding Change Action statement.
65

02040400
Additional Requirement
Add an additional requirement to the preceeding Change Action statement.
6505

02060100
02060100
Undefined: Used to check weather the joystick is tilted for when the character is running.
0

04000100
Change SubAction
Change the current sub action.
0

04000200
Change SubAction
Change the current sub action upon completing the specified requirement.
03

05000000
Reverse Direction
Reverse the direction the character is facing after the animation ends.


0E020100
Gravity and Vertical Momentum Set
Set the current horizontal and vertical velocity of the character to the specified value.
0000

0E080400
Momentum Set
Set the current horizontal and vertical velocity of the character to the specified value.
0000

0E010200
Momentum Add
Add the current horizontal and vertical velocity of the character to the specified value.
11

0E060100
Disable Horizontal Movement
Disable horizontal movement by setting to 2
0

04070100
Frame Speed Modifier
Dictates the frame speed of the subaction.
1

06000D00
Offensive Collision
Generate an offensive collision bubble with the specified parameters.
0000011111110

06040000
Terminate Collisions
Remove all currently present collision bubbles


06050100
Body Collision
Change how the character's own collision bubbles act. (primarily used to invoke invulnerability)
0

060A0800
Catch Collision
Generate a grabbing collision bubble with the specified parameters
00111100

060D0000
Terminate Catch Collisions
Remove all currently present grab collision bubbles


060E1100
Throw Attack Collision
Generate a damage collision bubble used while throwing an opponent.
00000000111000330

060F0500
Throw Collision
Generate a damage collision bubble used upon releasing an opponent.
00555

06150F00
Special Offensive Collision
Generate an offensive collision bubble - is able to achieve unique effects.
000001111111000

06170300
Defensive Collision
Generate a defensive collision bubble that nullifies close combat attacks.


1E000200
Normal/Super/Heavy Armor
Set characters armor state
01

06180300
06180300
Undefined: Appears to affect defensive collisions.
000

061B0500
Weapon Collision
Generate a weapon collision bubble with the specified parameters.
00111

062B0D00
Thrown Collision
Generate a damage collision bubble surrounding the character when thrown. (collision bubble doesn't belong to the character but rather the thrower)
0000011111110

0A000100
Sound Effect
Play a specified sound effect.
0

0A010100
Sound Effect
Play a specified sound effect.
0

0A020100
Sound Effect
Play a specified sound effect.
0

0A030100
0A030100
Undefined: appears to do nothing - is related to sound effects.
0

0A050100
0A050100
Undefined: Is used during victory poses.
0

0A090100
Other Sound Effect
Play a specified sound effect - the values are different from normal sound effects.
0

0A0A0100
Other Sound Effect
Play a specified sound effect - the values are different from normal sound effects.
0

0B000200
0B000200
Appears to affect which parts of the character's model are displayed.
00

0C050000
Terminate Instance
Causes the acting instance to terminate(if possible). Will load secondary instance if available.


0C0B0000
Low Voice Clip
Play a random voice clip from the selection of low voice clips.


0C190000
Damage Voice Clip
Play a random voice clip from the selection of damage voice clips.


0C1D0000
Edge Balance Voice Clip
Play the voice clip for when your character is balancing on an edge.


0C230200
Time Manipulation
Change the speed of time for various parts of the environment.
00

0E000100
Set Air/Ground
Specify wheather the character is on or off the ground.
0

10000100
Generate Article
Generate a pre-made prop effect from the prop library.
0

100A
100A
Generate a prop effect with the specified parameters.


11001000
Graphic Effect
Generate a generic graphical effect with the specified parameters.
0011111111111113

11010A00
External Graphic Effect
Generate a graphical effect from an external file. (usually the Ef_<character> file)
0011111113

11020A00
External Graphic Effect
Generate a graphical effect from an external file. (usually the Ef_<character> file)
0011111113

11170700
Screen Tint
Tint the screen to the specified color.
00000000

111A1000
Graphic Effect
Generate a generic graphical effect with the specified parameters.
0011111111111113

111B1000
Graphic Effect
Generate a generic graphical effect with the specified parameters.
0011111111111113

12000200
Basic Variable Set
Set a basic variable to the specified value.
05

12010200
Basic Variable Add
Add a specified value to a basic variable.
05

12020200
Basic Variable Subtract
Subtract a specified value from a basic variable.
05

12060200
Float Variable Set
Set a floating point variable to the specified value.
15

12070200
Float Variable Add
Add a specified value to a float variable.
15

12080200
Float Variable Subtract
Subtract a specified value from a float variable.
15

120A0100
Bit Variable Set
Set a bit variable to true.
5

120B0100
Bit Variable Clear
Set a bit variable to false.
5

1A040500
Camera Closeup
Zoom the camera on the character.
00111

1A080000
Normal Camera
Return the camera to its normal setting


1F000100
Pickup Item
Cause the character to recieve the closest item in range.
0

1F000200
Pickup Item
Cause the character to recieve the closest item in range.
00

1F010300
Throw Item
Cause the character to throw the currently held item.
555

1F020000
Drop Item
Cause the character to drop any currently held item.


1F030100
Consume Item
Cause the character to consume the currently held item.
0

1F040200
Item Property
Modify a property of the currently held item.
01

1F050000
1F050000
Undefined: Is used in projectile weapon and battering weapon operations.


1F060100
1F060100
Undefined: Is used in super scope and battering weapon operations.
5

1F070100
1F070100
Undefined: Is used when firing a cracker launcher.
5

1F080100
Generate Item
Generate an item in the character's hand.
0

1F090100
1F090100
Undefined: Concerns items.
3

1F0C0100
1F0C0100
Undefined: Is used in projectile weapon and battering weapon operations.
0

1F0E0500
Throw Item
Cause the character to throw the currently held item.
11555

21000000
Terminate Flash Effect
Terminate all currently active flash effects.


21010400
Flash Overlay Effect
Generate a flash overlay effect over the character with the specified colors and opacity.
0000

21020500
Change Flash Overlay Color
Change the color of the current flash overlay effect.
00000

21050600
Flash Light Effect
Generate a flash lighting effect over the character with the specified colors, opacity and angle.
000011

21070500
21070500
Undefined: Appears to do nothing - is related to the flash effects.
00000

64000000
Allow Interrupt
Allow the current action to be interrupted by another action.


1A000100
Screenshake
Shakes the screen.
0

0B020100
Set Visibile
Set weather the character is visible.
2

07070200
Rumble
Controls the rumble on the controller.
01

10030100
Remove Article
Removes an article.


0C250100
Tag Display
Disables or enables tag display for the current subaction.
3

1F090100
Item Visibility
Determines visibilty of the currently held item.
3

1F050000
Fire Weapon
Fires a shot from the currently held item.  (May have other unknown applications)


08000100
Set Aerial/Onstage State
Determines the character's state relative to the stage.


11031400
Sword Glow
Creates glow of sword.  Only usable when the proper effects are loaded by their respective characters.
00011101113001111111
I'm sure Eldiran probably has more in his, but this one helps a lot.

1.3 is extremely unreliable, PW. More often than not, a simple alteration of a BKB (which is actually not displaying properly in 1.3) can result in a file size increase of 14kb and results in a crash at the CSS screen. I think the main issues are BKB being displayed incorrectly, but more improtantly, the file saves becoming corrupted is a huge issue. Hope this helps in some way.

Dantarion's posted fix for pokemon trainer and D3 should also be incorporated into the next version if you haven't seen it a few pages back.
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
Yeah, I had some unstable activities regarding 1.3 as well. I sped up the run animation, jump animation, worked on some tilt attacks... (I can include the .pac if want it)

And then bam, double-jumping froze the game. Using a special froze the game, etc.

I'm back to an older version now. That, along with not showing negative numbers properly made me sad. Still amazing program, but this version is a bit buggy.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Here's everything I got into the proper syntax:

Events:
http://pastebin.ca/1567741
Parameters:
http://pastebin.ca/1567743

At some point I'll try to add everything else into that.

I'd love to use 1.3, but the bug reports and the errors with Knockback make me hesitant to take the time to convert the event list to the new syntax. I've really only used it to look at Dedede or the Pokemon.

If you really need testers, though, PW, I'll suck it up and use it.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Here's everything I got into the proper syntax:

Events:
http://pastebin.ca/1567741
Parameters:
http://pastebin.ca/1567743

At some point I'll try to add everything else into that.

I'd love to use 1.3, but the bug reports and the errors with Knockback make me hesitant to take the time to convert the event list to the new syntax. I've really only used it to look at Dedede or the Pokemon.

If you really need testers, though, PW, I'll suck it up and use it.
Yours I believe is missing a few I have in mine, might want to check it out :)
 

ThatGuyYouMightKnow

Smash Champion
Joined
May 12, 2008
Messages
2,373
Location
Baltimore, MD
Yours I believe is missing a few I have in mine, might want to check it out :)
Well then why don't you pastebin yours, lazy shanus? :p

Anyway,

Can someone clarify?
Are hitboxes' BKB/KBG in 0.2.1 reversed in the MAIN window or the popup?
Say I have 64 (hex) as the BKB and 83 (hex) as the KBG in the MAIN window. Would they be reversed in game? This has been giving me trouble.
 

Starkiller95

Smash Cadet
Joined
Nov 29, 2009
Messages
55
Well I tried using a hack I had made before, then I updated to 1.3, edited it a bit, and as I started final destination with the proper character it froze. No annoying buzzing noise as usual though, and I hadn't even entered the FD screen. Maybe it was just an unlucky moment or something...
 

Isatis

If specified, this will repl[0x00000000]ce the
Premium
BRoomer
Joined
Dec 18, 2008
Messages
10,253
Location
San Francisco, CA
NNID
reverite
1.3 is a very buggy release, only use it if you want to edit Dedede/Pokemon Trainer, otherwise use 1.21 as it will not freeze your Wii
 

Numbuh 214

Smash Apprentice
Joined
May 31, 2006
Messages
91
Just clearing this up so (more) people don't look for a non-existent version: you meant 0.2.1, right? <_<

...That's the earliest build PW has in his "older builds" folder, so I don't know. BTW, I'm a bit of a coding tinkerer and I'd love to look at your old and new code side-by-side and see if there's some sort of problem I could identify and fix. :D
 

RocketSlug

Smash Rookie
Joined
Nov 27, 2009
Messages
16
Does anyone know if PW is ever going to update PSA? Or did real life get in the way? ):
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Does anyone know if PW is ever going to update PSA? Or did real life get in the way? ):
Nobody ever knows what PW is up to. He usually comes in the night, presents his latest amazing finding, and disappears.

He's definitely been working on stuff though. (At least, up until Christmas he was.)
 

humble

Smash Ace
Joined
Oct 25, 2009
Messages
888
Location
Portland, OR
nobody Ever Knows What Pw Is Up To. He Usually Comes In The Night, Presents His Latest Amazing Finding, And Disappears.

He's Definitely Been Working On Stuff Though. (at Least, Up Until Christmas He Was.)
Oh. My. God. I Just Realized.


PW Is Santa!
 

Zolga Owns

Smash Lord
Joined
Mar 16, 2008
Messages
1,888
Location
Southeast PA
Put them in pf>fighter>*characternamefolder*
Make sure they are named *fit*charactername*.pac

Look at the Welcome Wagon/Go to the help section next time ^^
 

Kaye Cruiser

Waveshocker Sigma
Joined
Aug 11, 2009
Messages
8,032
NNID
KayeCruiser
Switch FC
0740-7501-7043
What the hell is with all these noobs and idiots bumping centuries old topics? Honestly... -_-'
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
I don't appreciate that remark. Mediafire is having very sporadic server issues that are beyond my control, but they unexpectedly remedied themselves after I had requested a mirror.
 

Kaye Cruiser

Waveshocker Sigma
Joined
Aug 11, 2009
Messages
8,032
NNID
KayeCruiser
Switch FC
0740-7501-7043
I don't appreciate that remark. Mediafire is having very sporadic server issues that are beyond my control, but they unexpectedly remedied themselves after I had requested a mirror.
Not you Wind Owl. You didn't bump the thread from like months ago. I meant that hero kid. -.o
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
Actually, I take back what I said before. A Kryal+PW+Dantarion orgy would create an open-source Smash Bros. 4.
 

doublek642

Smash Apprentice
Joined
Dec 23, 2009
Messages
140
Location
Las Vegas
thanks. I worked hard for 2 hours to make my first psa hack and it freezes on the character select screen. never fails...
 

Rkey

Smash Journeyman
Joined
Oct 1, 2006
Messages
490
Location
Stockholm
I can't launch PSA through mono, this is what I get when I'm trying to do so this shows up:

Macintosh:smashattacks mahaa$ mono --debug smashattacks.exe
Stacktrace:

at (wrapper managed-to-native) System.Windows.Forms.CarbonInternal.Dnd.InstallTrackingHandler (System.Windows.Forms.CarbonInternal.DragTrackingDelegate,intptr,intptr) <0x000e0>
at (wrapper managed-to-native) System.Windows.Forms.CarbonInternal.Dnd.InstallTrackingHandler (System.Windows.Forms.CarbonInternal.DragTrackingDelegate,intptr,intptr) <IL 0x00031, 0xffffffff>
at System.Windows.Forms.CarbonInternal.Dnd..cctor () [0x00017] in /private/tmp/monobuild/build/BUILD/mono-2.6.4/mcs/class/Managed.Windows.Forms/System.Windows.Forms.CarbonInternal/Dnd.cs:53
at (wrapper runtime-invoke) object.runtime_invoke_void (object,intptr,intptr,intptr) <IL 0x00042, 0xffffffff>
at System.Windows.Forms.XplatUICarbon.Initialize () [0x00235] in /private/tmp/monobuild/build/BUILD/mono-2.6.4/mcs/class/Managed.Windows.Forms/System.Windows.Forms/XplatUICarbon.cs:270
at System.Windows.Forms.XplatUICarbon.Initialize () [0x00115] in /private/tmp/monobuild/build/BUILD/mono-2.6.4/mcs/class/Managed.Windows.Forms/System.Windows.Forms/XplatUICarbon.cs:230
at System.Windows.Forms.XplatUICarbon..ctor () [0x00027] in /private/tmp/monobuild/build/BUILD/mono-2.6.4/mcs/class/Managed.Windows.Forms/System.Windows.Forms/XplatUICarbon.cs:107
at System.Windows.Forms.XplatUICarbon.GetInstance () [0x00016] in /private/tmp/monobuild/build/BUILD/mono-2.6.4/mcs/class/Managed.Windows.Forms/System.Windows.Forms/XplatUICarbon.cs:119
at System.Windows.Forms.XplatUI..cctor () [0x0008a] in /private/tmp/monobuild/build/BUILD/mono-2.6.4/mcs/class/Managed.Windows.Forms/System.Windows.Forms/XplatUI.cs:101
at (wrapper runtime-invoke) object.runtime_invoke_void (object,intptr,intptr,intptr) <IL 0x00042, 0xffffffff>
at System.Windows.Forms.Application.EnableVisualStyles () [0x0000b] in /private/tmp/monobuild/build/BUILD/mono-2.6.4/mcs/class/Managed.Windows.Forms/System.Windows.Forms/Application.cs:509
at System.Windows.Forms.Application.EnableVisualStyles () [0x0000b] in /private/tmp/monobuild/build/BUILD/mono-2.6.4/mcs/class/Managed.Windows.Forms/System.Windows.Forms/Application.cs:509
at SmashAttacks.Program.Main () <IL 0x00001, 0x00018>
at (wrapper runtime-invoke) object.runtime_invoke_void (object,intptr,intptr,intptr) <IL 0x00042, 0xffffffff>
Abort trap

I'm using system 10.5.8, PPC, this is smashattacks 0.2.1 launched with the latest mono.
 

Firelight730

Smash Rookie
Joined
May 13, 2010
Messages
5
Location
Surrey, B.C. Canada
Hey, Phantom Wings. I Made A Pretty Good Icon For Your Program... Read Post #161 For The Icon. My Icon Is The Smash Ball, Looks Almost Exactly Like The One In The Instruction Manual
 

Firelight730

Smash Rookie
Joined
May 13, 2010
Messages
5
Location
Surrey, B.C. Canada
My Smash Ball
<a href="http://www.mediafire.com/imageview.php?quickkey=mm5ujdt0gyi" target="_blank"><img src="http://www.mediafire.com/imgbnc.php/f86d93ef52cdf034929ccc1f4bb898ad2g.jpg" border="0" alt="Unlimited Free Image and File Hosting at MediaFire"></a>
 
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