standardtoaster
Tubacabra
Have you looked at it in a hex editor and compare the data at the param locations?
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That seems a bit over my head at the moment but it's definitely something we'll need to do to finish project Klonoa, thanks ^^Frostymm, you can find a list of the kirby hat subactions here: http://opensa.dantarion.com/wiki/Kirby_Hats To edit the actions and hitboxes of articles in the hats, however, you need to do it through a hex editor. PSA, OSA2, and Tabuu can't open the hat files.
Hmmmmmm, I'm having a lot of trouble finding what it even gets changed to. Looks like .pacs are altered really heavily after they're loaded into memory. I can't even find the right place in memory.Not sure how PSA recognizes which external subroutine it is, but those FFFFFFFF offsets are actually changed to proper offsets once the file is loaded in game.
If: joystick is Back+Up
-- events
Else:
-- If: joystick is Forward+Up
---- events
-- Else:
---- If: Back+Down
------ events
---- Else:
------ If: Forward+Down
-------- events
------ End if:
---- End if:
-- End if:
End if:
If: joystick forward is pressed
-- If: joystick up is pressed
---- events
-- Else:
---- If: joystick down is pressed
------ events
---- End if:
-- End if:
Else:
-- If: joystick back is pressed
---- If: joystick up is pressed
------ events
---- Else:
------ If: joystick down is pressed
-------- events
------ End if:
---- End if:
-- End if:
End if:
Doesn't work for me...To use a conditional if an attack hits, 0B is the correct command. However, keep in mind, if you use condition 0B, it will check if a hitbox is hitting for only that frame. So you need something like:
Set loop X (number of frames hitbox is out for)
-If 0B
--things the attack should do if the hitbox connects
-end if
Execute loop
Additionally, there's one more thing to watch out for: 0B will only check for a special offensive collision. If you want more tips on how this works, check out Captain Falcon's sideB; it uses this very nicely.
Good thing to write about; I'll add a guide on it to the OP.
How do I edit throw knockback? Like once the opponent is thrown. There's no offensive collision to edit the knockback in the throwsI don't know how to do that... "^_^ But I'll fix the order.