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Quick Question, Quick Answer Thread

SuSa

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I'm pretty sure theres something about that in the Smash Workshop. I'll search for it for you.

In the meantime, how many people know about the #t=xxmxxs thing for youtube vids? I think it'd be more efficient and proffessional to have videos start exactly when you need them.

Just add #t=xxmxss to the end ofa vid, where XXm is the time for minutes (EG: 05m) and XXs is the time for seconds (EG: 47s) this would start the video at 5 minutes 47 seconds.

I know rPSI knew about it, given the OP to the social thread. But figured it would be better

:093:
 

Yikarur

Smash Master
Joined
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Messages
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how to I press start in frame advance? is there an updated code to do this? I saw a lot of video that showed pressing start in frame advance is possible.
It's important, need screenshots and stuff
 

Kinzer

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If you have the button modifier code active (and this is assuming it's the one I'm thinking of), start is X + Up on the D-Pad.

The one that normally would be mapped to taunts.
 

Kinzer

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Oph.

Reading comprehension fail.

Then I really don't know, it is as you said it doesn't work (for me) in debug mode, and if anybody else has figured out anything, I'm all ears.
 

KayLo!

Smarter than your average wabbit.
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You can't hold X and Dpad+up and advance by 1 frame? (EG: Pause 1 frame earlier than you mean to)?
Besides the fact that it's dumb hard to pause on the exact frame you want....... no, that doesn't work. Not for me at least (if I'm understanding you correctly).

I'd love to be able to take screenshots of specific frames as well. :urg:
 

thexsunrosered

Smash Lord
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do you guys know if there's any way to store or save specific posts by people? There are a few in here that I know I'll need to find sooner or later so I was wondering if there was any way I could cut down on time.
 

SuSa

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Besides the fact that it's dumb hard to pause on the exact frame you want....... no, that doesn't work. Not for me at least (if I'm understanding you correctly).

I'd love to be able to take screenshots of specific frames as well. :urg:
In debug mode you have to advance frame by frame? Right? If you want to jump, you hold Y and advance one frame.


Have you tried holding X+Dpad Up and advancing one frame?
 

KayLo!

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EDIT: .......Nvm, I think I get what you mean? I'll try it, but I dunno if it'll work, sound janky.
 
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do you guys know if there's any way to store or save specific posts by people? There are a few in here that I know I'll need to find sooner or later so I was wondering if there was any way I could cut down on time.
Er... best advice I can offer is click on the post's number and bookmark the specific post. Or, you can make a social group and archive posts there.
 

KayLo!

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In debug mode you have to advance frame by frame? Right? If you want to jump, you hold Y and advance one frame.


Have you tried holding X+Dpad Up and advancing one frame?
Doesn't work.

The start input didn't go through for me while I was in frame advance mode.... it just kept going forward (and if I wasn't doing anything, it acted like I input a jump).
 

Pikabunz

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Doesn't work.

The start input didn't go through for me while I was in frame advance mode.... it just kept going forward (and if I wasn't doing anything, it acted like I input a jump).
The start button works the same way as the c-stick in FAM. So if you want to be able to pause during it, you have to press X+Up just as you press Z. It's stupid hard to do, but it works.
 

KayLo!

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That sounds like way more work than it's worth..... meh.

I'll ask you more about it later on AIM.
 

Yikarur

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I have the luxus of classic controller pro, I can press Z on GCC and start on CCPro simultanously and it's rather easy xD but I don't like the method ._.
 
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The start button works the same way as the c-stick in FAM. So if you want to be able to pause during it, you have to press X+Up just as you press Z. It's stupid hard to do, but it works.
Can you, say, hold X/Up, then press the alternate button simultaneously with Z? Seems unlikely, but I doesn't hurt to ask.
 
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Sorry for the double post, but can someone help me get the hang of ROB's DSmash?

Like, I get the general gist of what the data is saying, but that's not enough...

Code:
Subaction Main0x60
@13B50

-----------|START|--------------------------
Asynchronous Timer - Frames=1.00x, 
Set Loop - Iterations=0x4, 
    Synchronous Timer - Frames=1.00x, 
    Terminate Collisions
    Offensive Collision - Bone/ID=0xA0000, Damage=0x2, Trajectory=0xAA, Base Knockback=0x64, Knockback Growth=0x14, Size=4.00x, Z Offset=-1.50x, Y Offset=5.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030200, 
    Offensive Collision - Bone/ID=0xA0001, Damage=0x2, Trajectory=0xAA, Base Knockback=0x64, Knockback Growth=0x14, Size=4.00x, Z Offset=-1.50x, Y Offset=-5.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030200, 
    Offensive Collision - Bone/ID=0xA0002, Damage=0x2, Trajectory=0xAA, Base Knockback=0x64, Knockback Growth=0x14, Size=4.00x, Z Offset=-1.50x, Y Offset=13.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030200, 
    Offensive Collision - Bone/ID=0xA0003, Damage=0x2, Trajectory=0xAA, Base Knockback=0x64, Knockback Growth=0x14, Size=4.00x, Z Offset=-1.50x, Y Offset=-13.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030200, 
    Synchronous Timer - Frames=1.00x, 
Execute Loop
Terminate Collisions
Asynchronous Timer - Frames=12.00x, 
Offensive Collision - Bone/ID=0xA0000, Damage=0x5, Trajectory=0x46, Base Knockback=0x69, Knockback Growth=0x5A, Size=4.50x, Z Offset=-1.50x, Y Offset=5.00x, X Offset=0.00x, Tripping Rate=0.50x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030480, 
Offensive Collision - Bone/ID=0xA0001, Damage=0x5, Trajectory=0x46, Base Knockback=0x69, Knockback Growth=0x5A, Size=4.50x, Z Offset=-1.50x, Y Offset=-5.00x, X Offset=0.00x, Tripping Rate=0.50x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030480, 
Offensive Collision - Bone/ID=0xA0002, Damage=0x5, Trajectory=0x46, Base Knockback=0x69, Knockback Growth=0x5A, Size=6.00x, Z Offset=-1.50x, Y Offset=13.00x, X Offset=0.00x, Tripping Rate=0.50x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030480, 
Offensive Collision - Bone/ID=0xA0003, Damage=0x5, Trajectory=0x46, Base Knockback=0x69, Knockback Growth=0x5A, Size=6.00x, Z Offset=-1.50x, Y Offset=-13.00x, X Offset=0.00x, Tripping Rate=0.50x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030480, 
Synchronous Timer - Frames=1.00x, 
Terminate Collisions
----------------------------|END|-----------
 
Joined
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Messages
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Sorry bro!

Anyways, help?

Also, ROB's UAir. :C
Code:
Subaction Main0x65
@14470

-----------|START|--------------------------
Bit Variable Set - RA-Bit[30], 
Asynchronous Timer - Frames=6.00x, 
Subroutine - Offset=@142B0, 
Asynchronous Timer - Frames=8.00x, 
Subroutine - Offset=@142B0, 
Asynchronous Timer - Frames=12.00x, 
Subroutine - Offset=@142B0, 
Asynchronous Timer - Frames=16.00x, 
Subroutine - Offset=@142B0, 
Asynchronous Timer - Frames=25.00x, 
Offensive Collision - Bone/ID=0x0, Damage=0x3, Trajectory=0x3C, Base Knockback=0x78, Knockback Growth=0x3C, Size=5.00x, Z Offset=0.00x, Y Offset=12.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030280, 
Offensive Collision - Bone/ID=0x1, Damage=0x3, Trajectory=0x3C, Base Knockback=0x78, Knockback Growth=0x3C, Size=4.00x, Z Offset=0.00x, Y Offset=18.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030280, 
Offensive Collision - Bone/ID=0x2, Damage=0x3, Trajectory=0x3C, Base Knockback=0x78, Knockback Growth=0x3C, Size=8.00x, Z Offset=0.00x, Y Offset=24.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030280, 
Synchronous Timer - Frames=1.00x, 
Terminate Collisions
Asynchronous Timer - Frames=35.00x, 
Bit Variable Clear - RA-Bit[30], 
----------------------------|END|-----------
Man I suck with multihit moves.

Also, subroutine data:
Code:
Subroutine() @142B0

-----------|START|--------------------------
Offensive Collision - Bone/ID=0x0, Damage=0x4, Trajectory=0x60, Base Knockback=0x50, Knockback Growth=0xA, Size=6.50x, Z Offset=0.00x, Y Offset=12.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030240, 
Offensive Collision - Bone/ID=0x1, Damage=0x4, Trajectory=0x60, Base Knockback=0x50, Knockback Growth=0xA, Size=5.50x, Z Offset=0.00x, Y Offset=18.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030240, 
Offensive Collision - Bone/ID=0x2, Damage=0x5, Trajectory=0x60, Base Knockback=0x50, Knockback Growth=0xA, Size=9.50x, Z Offset=0.00x, Y Offset=24.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39030240, 
Synchronous Timer - Frames=1.00x, 
Terminate Collisions
Return
----------------------------|END|-----------
 

Luxor

Smash Champion
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Frame data threads o.0
Sorry for the double post, but can someone help me get the hang of ROB's DSmash?

Like, I get the general gist of what the data is saying, but that's not enough...

Code:
Subaction Main0x60
@13B50

-----------|START|--------------------------
Asynchronous Timer - Frames=1.00x, 

[COLOR="SandyBrown"]The first action, after precharge, will occur frame 2. You get that, I think.[/COLOR]

Set Loop - Iterations=0x4, 
    Synchronous Timer - Frames=1.00x, 
    Terminate Collisions
    4hitboxes
    Synchronous Timer - Frames=1.00x, 
Execute Loop

[COLOR="SandyBrown"]Methinks this is what's causing the trouble. These are all the weak little multihits of ROB's Dsmash that drag you in. I find the best way to deal with a loop is just place yourself into the code as if you were the computer trying to run it.
First you see 0x4, which is, of course, 4 iterations. From that you know that whatever goes on here happens 4 times, i.e. there are 4 weak hits in the Dsmash.
Synch timer 1. We're on frame 3 now, terminate collisions. Nothing to terminate, iiiiiiiignore.
Also frame 3- the four hitboxes come out immediately after the last ones terminate. The arms have constant hitboxes during this whole period.
Synch timer 1- frame 4. Execute loop means go back to the beginning and repeat, so we have to go through this whole process 3 more times. Hits 5, 7, 9 also. When we get to v this v part down here we're on frame 10.[/COLOR]


Terminate Collisions
Asynchronous Timer - Frames=12.00x, 
4 strong hitboxes
Synchronous Timer - Frames=1.00x, 
Terminate Collisions
[COLOR="SandyBrown"]So, we were on frame 10. Collisions end frame 10. frame 13 the strong hitboxes come out for 1 frame, then bla bla. I think that's about it.[/COLOR]

----------------------------|END|-----------
Detailses in SandyBrown. That help?
 

Luxor

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Frame data threads o.0
Sorry bro!

Anyways, help?

Also, ROB's UAir. :C
Code:
Subaction Main0x65
@14470

-----------|START|--------------------------
Bit Variable Set - RA-Bit[30], 

[COLOR="SandyBrown"]Autocancel bit set frame 1, i.e. there is no early autocancel frame whatsoever. You're stuck with lag or the late autocancel.[/COLOR]

Asynchronous Timer - Frames=6.00x, 
Subroutine - Offset=@142B0, 

[COLOR="SandyBrown"]Frame 7 you have the subroutine below.

3hitboxes
Synchronous Timer - Frames=1.00x, 
Terminate Collisions
Return

So you can just plug that straight into the code where you were, and ignore the "return" since that just says "subroutine OUT."

Asynchronous Timer - Frames=6.00x
3hitboxes
Synchronous Timer - Frames=1.00x, 
Terminate Collisions

That's better! Hits frame 7, ends frame 8. I'll go ahead and replace all the parts below with the subroutine too:[/COLOR]

Asynchronous Timer - Frames=8.00x, 
[COLOR="SandyBrown"]3hitboxes
Synchronous Timer - Frames=1.00x, 
Terminate Collisions[/COLOR]
Asynchronous Timer - Frames=12.00x, 
[COLOR="SandyBrown"]3hitboxes
Synchronous Timer - Frames=1.00x, 
Terminate Collisions[/COLOR]
Asynchronous Timer - Frames=16.00x, 
[COLOR="SandyBrown"]3hitboxes
Synchronous Timer - Frames=1.00x, 
Terminate Collisions[/COLOR]
Asynchronous Timer - Frames=25.00x, 
3hitboxes (strong)
Synchronous Timer - Frames=1.00x, 
Terminate Collisions
Asynchronous Timer - Frames=35.00x, 
Bit Variable Clear - RA-Bit[30], 
[COLOR="SandyBrown"]Okey-dokey, we also got hits lasting for 1 frame on frames 9, 13, 17, and 26, with frame 26 being a strong hit. Then frame 36 the bit is unset and you can autocancel again.[/COLOR]
Detailses in SandyBrown part 2: Revenge of the SandyBrown Subroutines.
 
Joined
May 3, 2009
Messages
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Lux, your a funking life saver. I really appreciate the help bro. Hopefully this will help me read multihit moves when doing tl and zss.
 

thexsunrosered

Smash Lord
Joined
Apr 30, 2008
Messages
1,061
Location
Dover, Delaware
Could anyone explain tripping rate to me?

[collapse="Ganon's Dtilt"] Subaction Main0x55
@130B0

-----------|START|--------------------------
Asynchronous Timer - Frames=9.00x,
Offensive Collision - Bone/ID=0xE0000, Damage=0xC, Trajectory=0x50, Base Knockback=0x64, Knockback Growth=0x1E, Size=4.80x, Z Offset=0.00x, Y Offset=8.50x, X Offset=0.00x, Tripping Rate=0.35x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,
Offensive Collision - Bone/ID=0xD0001, Damage=0xC, Trajectory=0x46, Base Knockback=0x64, Knockback Growth=0x1E, Size=4.80x, Z Offset=0.00x, Y Offset=5.00x, X Offset=0.00x, Tripping Rate=0.35x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,
Offensive Collision - Bone/ID=0xD0002, Damage=0xC, Trajectory=0x3C, Base Knockback=0x64, Knockback Growth=0x1E, Size=3.00x, Z Offset=3.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.35x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x39830480,
Asynchronous Timer - Frames=12.00x,
Terminate Collisions
Asynchronous Timer - Frames=35.00x,
Allow Interrupt
----------------------------|END|-----------
[/collapse]


[collapse="Lucas' dtilt"] Subaction Main0x55
@121E0

-----------|START|--------------------------
Asynchronous Timer - Frames=2.00x,
Offensive Collision - Bone/ID=0xD0000, Damage=0x6, Trajectory=0x0, Base Knockback=0x16, Knockback Growth=0x6, Size=3.50x, Z Offset=0.00x, Y Offset=0.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=0.40x, SDI Multiplier=0.40x, Hitbox Flags=0x39830400,
Offensive Collision - Bone/ID=0xE0001, Damage=0x6, Trajectory=0x0, Base Knockback=0x16, Knockback Growth=0x6, Size=3.50x, Z Offset=0.00x, Y Offset=3.00x, X Offset=0.00x, Tripping Rate=0.00x, Hitlag Multiplier=0.40x, SDI Multiplier=0.40x, Hitbox Flags=0x39830400,
Offensive Collision - Bone/ID=0xE0002, Damage=0x6, Trajectory=0x0, Base Knockback=0x16, Knockback Growth=0x6, Size=3.50x, Z Offset=0.00x, Y Offset=8.00x, X Offset=0.00x, Tripping Rate=0.40x, Hitlag Multiplier=0.40x, SDI Multiplier=0.40x, Hitbox Flags=0x39830400,
Asynchronous Timer - Frames=4.00x,
Terminate Collisions
Asynchronous Timer - Frames=13.00x,
Allow Interrupt
----------------------------|END|-----------
[/collapse]

[collapse="MKs dtilt"]Subaction Main0x55
@15A80

-----------|START|--------------------------
Asynchronous Timer - Frames=2.00x,
Offensive Collision - Bone/ID=0x0, Damage=0x4, Trajectory=0x169, Base Knockback=0x58, Knockback Growth=0xF, Size=3.00x, Z Offset=0.00x, Y Offset=2.00x, X Offset=20.00x, Tripping Rate=0.30x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x22830642,
Offensive Collision - Bone/ID=0x1, Damage=0x5, Trajectory=0x169, Base Knockback=0x58, Knockback Growth=0xB, Size=4.00x, Z Offset=0.00x, Y Offset=3.00x, X Offset=14.20x, Tripping Rate=0.30x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x22830642,
Offensive Collision - Bone/ID=0x2, Damage=0x6, Trajectory=0x169, Base Knockback=0x58, Knockback Growth=0x6, Size=4.00x, Z Offset=0.00x, Y Offset=4.00x, X Offset=8.00x, Tripping Rate=0.30x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x22830602,
Offensive Collision - Bone/ID=0x3, Damage=0x7, Trajectory=0x169, Base Knockback=0x58, Knockback Growth=0x6, Size=4.00x, Z Offset=0.00x, Y Offset=5.00x, X Offset=2.00x, Tripping Rate=0.30x, Hitlag Multiplier=1.00x, SDI Multiplier=1.00x, Hitbox Flags=0x22830602,
Synchronous Timer - Frames=2.00x,
Terminate Collisions
Asynchronous Timer - Frames=15.00x,
Allow Interrupt
----------------------------|END|-----------
[/collapse]

now based on the data in osa2, Ganons dtilt should cause tripping a little more than Mks and a little less than Lucas', but I've been using Ganon since day one and I'd be hard pressed to say I've even seen it trip once. Any ideas?
 

Luxor

Smash Champion
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Jul 13, 2009
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Frame data threads o.0
IIRC tripping rate is flat-out ignored when you reach a certain knockback threshold. MK's Dtilt may trip at low percents, but at higher percents it'll actually knock you away and never trip. Ganon's Dtilt probably has enough knockback at 0% that tripping is ignored. I think if it sends you into tumble, it won't trip from that point on.
 

thexsunrosered

Smash Lord
Joined
Apr 30, 2008
Messages
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Location
Dover, Delaware
IIRC tripping rate is flat-out ignored when you reach a certain knockback threshold. MK's Dtilt may trip at low percents, but at higher percents it'll actually knock you away and never trip. Ganon's Dtilt probably has enough knockback at 0% that tripping is ignored. I think if it sends you into tumble, it won't trip from that point on.
oh... lol fail for ganon :( that would have been so freaking nice. I think his dtilt trips in B+, meaning if he didn't have so much knockback in vB he could be so much better :(((

dtilt->sideb->dtilt-> forever?
ahh woulda been nice :(

edit: are we able to find data for B moves/specials in osa2? or anywhere?
 
Joined
May 3, 2009
Messages
7,190
Detailses in SandyBrown part 2: Revenge of the SandyBrown Subroutines.
Reading it over again, I'm thinking, are the subroutines listed in UAir just "space savers", per se? Like, did the developers just create subroutines that acted like hitboxes to save time and space? Why didn't they just set an "execute loop" like in DSmash?
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
No one writes OSA guides. lol

They both read the files and PSA lets you be able to edit it and test things out.
 

Luxor

Smash Champion
Joined
Jul 13, 2009
Messages
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Location
Frame data threads o.0
Code:
Action0x112
@1BFAC
SpecialNStart, SpecialNLoop, SpecialNEnd, SpecialAirNStart, SpecialAirNLoop, SpecialAirNEnd, 
-----------|START|--------------------------
Bit Variable Clear - RA-Bit[16], 
Basic Variable Set - 0x0, RA-Basic[0], 
Basic Variable Set - 0xFFFFFFFF, RA-Basic[1], 
Float Variable Set - IC-Basic[24000], LA-Float[0], 
Change Action - ID=0x0, Requirement=Animation End, 
Additional Requirement - Requirement=On Ground, 
If - IC-Basic[24000] > 0.00x
    Change Action - ID=0x10, Requirement=Animation End, 
    Additional Requirement - Requirement=In Air, 
    Change Action(Status) - StatusID=0x2712, ID=0x10, Requirement=In Air, 
    Disable Change Action - StatusID=0x2712, 
Else
    Change Action - ID=0xE, Requirement=Animation End, 
    Additional Requirement - Requirement=In Air, 
    Change Action(Status) - StatusID=0x2712, ID=0xE, Requirement=In Air, 
    Disable Change Action - StatusID=0x2712, 
End If
Concurrent Infinite Loop - 0x9, @1BD2C, 
Set Loop - Iterations=0xFFFFFFFF, 
    If - Requirement=On Ground, 
        Edge Sticky - 0x2, 
        Set Air/Ground - 0x6, 
        End Selective IASA - IASA=0x9, 
        Allow Change Action - StatusID=0x2712, 
        Switch - 0x2710, RA-Basic[0], 
        Case - 0x0, 
       [B][COLOR="Magenta"] Change Subaction - SpecialNStart[/COLOR][/B]
        !Motion-02! 04020100 - Animation End, 
        Case - 0x1, 
        [COLOR="Magenta"][B]Change Subaction - SpecialNLoop[/B][/COLOR]
        !Motion-02! 04020100 - Animation End, 
        Case - 0x2, 
        [COLOR="Magenta"][B]Change Subaction - SpecialNEnd[/B][/COLOR]
        End Switch
    Else
        Edge Sticky - 0x5, 
        Set Air/Ground - 0xA, 
        Selective IASA - IASA=0x9, 
        Disable Change Action - StatusID=0x2712, 
        Switch - 0x2710, RA-Basic[0], 
        Case - 0x0, 
        [COLOR="Magenta"][B]Change Subaction - SpecialAirNStart[/B][/COLOR]
        !Motion-02! 04020100 - Animation End, 
        Case - 0x1, 
        [COLOR="Magenta"][B]Change Subaction - SpecialAirNLoop[/B][/COLOR]
        !Motion-02! 04020100 - Animation End, 
        Case - 0x2, 
        [COLOR="Magenta"][B]Change Subaction - SpecialAirNEnd[/B][/COLOR]
        End Switch
    End If
    Loop Rest
    Switch - 0x2710, RA-Basic[0], 
    Case - 0x1, 
    If - Requirement=Animation End, 
        If - Requirement=Not Bit is Set, RA-Bit[18], 
            Basic Variable Set - 0x2, RA-Basic[0], 
        Else
            !Character Specific-1C! 0C1C0300 - 0x2, 0x13, True, 
        End If
        Bit Variable Clear - RA-Bit[18], 
    End If
    Default Case
    If - Requirement=Animation End, 
        !Work-03! 12030100 - RA-Basic[0], 
    End If
    End Switch
Execute Loop
----------------------------|END|-----------
Falco's SpecialN in Actions. The stuff you'll find under actions for specials honestly doesn't matter much. It says stuff like "you can't grab the edge from here to here" and "if you're in the air do this, if you're grounded do that." Honestly, to read a special you can pretty much skip to the subaction. They're highlighted in magenta.

Problem is, there's a bunch of them. Falco's subactions 1CE-1D3 are all parts of his blaster sequence. Look at SpecialNStart:
Code:
Subaction Main0x1CE
@18620

-----------|START|--------------------------
Asynchronous Timer - Frames=3.00x, 
Generate Article/Prop - 0x0, 
----------------------------|END|-----------
Fairly obvious that on frame 4 it generates a laser. Using your mighty powers of reasoning, you can flow that into SpecialNLoop or SpecialNEnd or whatever to be more thorough.

Sometimes rather than finding most of the relevant data in the subaction, there's important stuff under articles too. Each special has some data under the articles tab; when I can't figure out the special using the subactions alone, I investigate there.

That's everything I know about specials, mostly it's trial-and-error.

Reading it over again, I'm thinking, are the subroutines listed in UAir just "space savers", per se? Like, did the developers just create subroutines that acted like hitboxes to save time and space? Why didn't they just set an "execute loop" like in DSmash?
What I've noticed through all the characters I've done is that every coder has their own unique style. You can really do it however you want and get the same result, whoever did Uair made it subroutine-based on a whim.
 
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