• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Super Smash Bros. 64 Frame Data & Info

ant-d

Smash Lord
Joined
Jun 3, 2005
Messages
1,314
Location
London, England
Yes, if one didn't have much experience at the game. For example, we do not need to know that Ness' entire body is 'green', for a given amount of time, after he does up+b and connects with his spark.
It could be useful and interesting to know the exact amount of time. But it wouldn't change anybody's edgeguarding skill.

We already know these to be true, we experience the green areas and hitbox locations as 'priority' in real time play.

And I already know about these through using emulator tools:

DK invincibility Up+B Video
http://www.youtube.com/watch?v=IF5TXPBH4MY

The video is annotated.
 

Superstar

Smash Champion
Joined
Feb 9, 2007
Messages
2,351
Location
Miami, Florida
Awesomes, now I no has to do its. :D

Though, weight seems backwards. The less the number the more weight?

It seems to be tricky for looking stuff at a glance [what is most, what is second best, etc etc], but for condensing stuff, its awesome.
 

Superstar

Smash Champion
Joined
Feb 9, 2007
Messages
2,351
Location
Miami, Florida
I fastposted you, haha.

If you want, I can give you the % of attacks I have so far [what they are at first, what they weaken to at end of move], unless you already have that. In which case, yay. [Edit: I think you do].

Hell, the only reason I started that was just because I wanted information [and so there'd be more substance in debates, rather than arguing who is heavier]. And because it's fun. Hell, if you want, I could give you all the info I have so far [that you don't have, which I think is few], just to have thread completion, if you find time to assemble what you have. :D
 

superyoshi888

Smash Lord
Joined
Apr 8, 2008
Messages
1,026
How do we go about comparing this weight system to another, such as the one used for Melee or the one used for Brawl?
 

kenshen

Smash Journeyman
Joined
May 17, 2010
Messages
291
sorry to revive a year dead thread but im part of the brawl 64 team and was wondering if you have more accurate data for the characters since you said you were going to overhaul it
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
Ah kenshen getting stuff done.

Wasn't there a visible hitbox code(s) around? Those would probably be a major help, since you can see exactly what frame the hitboxes come out and go away on.
 

Sangoku

Smash Master
Joined
Apr 25, 2010
Messages
3,931
Location
Geneva, Switzerland
The hitbox mode thing is only viewable in Project64 which doesn't have frame advance mode. So you can indeed see the hitbox, but you won't be able to count the frames.

That's from what I have experienced, and I asked in the past about that without getting an answer. So if I am mistaken (which I wish I am), I'll be more than glad to be corrected.
 

ant-d

Smash Lord
Joined
Jun 3, 2005
Messages
1,314
Location
London, England
if someone can post all of the necessary visible hitbox codes i may be able to apply a patch to the rom
if i have time
 

Sangoku

Smash Master
Joined
Apr 25, 2010
Messages
3,931
Location
Geneva, Switzerland
I can give you the codes, but I tried them and they didn't seem to work. However I know there are savestates of hitbox mode, don't know if it's enough for you.

edit: here's the original post

Not anymore =P. I tested lots of variations. Turns out the only cheats needed are:

1. 1P,3P,4P -> make him (=> $04 - appear)
2. 2P -> make him (=> $02 - don't appear)
2. stage select (=> $11 - mario target)
3. P1 -> controled -> in links target by (=> doesn't matter)

characters don't matter either

maybe you can make a hitbox character cheat using this info? xP

EDIT: Also, Captain Falcon doesn't show up on Fox/Luigi BtT stage if there's P1,P3,P4

The corresponding .cht file here: http://www.mediafire.com/?giw2zygzrif

If you could apply this to the rom that would be really great as we could then use it in mupen.
 

Sangoku

Smash Master
Joined
Apr 25, 2010
Messages
3,931
Location
Geneva, Switzerland
I'm not sure to understand your post surri. If we can use the hitbox mode in mupen we can use frame advance with them. In other words we can measure exactly the time needed for an attack to come out and even better, attacks' (hitbox) duration.
 

Sangoku

Smash Master
Joined
Apr 25, 2010
Messages
3,931
Location
Geneva, Switzerland
I don't know. I've never seen this fonction on project 64 and everytime I asked if it was possible to do it on PJ I never got an answer. So I just assumed it wasn't possible.
 

malva00

Smash Master
Joined
Mar 1, 2002
Messages
3,864
Location
54th and 5th
Hitbox savestate for each character (bypasses the need to enter cheats)

http://www.megaupload.com/?d=GE8I12F8

Cheats that should be on to see the hitbox. You have to start 1-player mode as player 1. If it doesn't work, you might need to try a different pj64k.

800A4B19 0011 (mario btt stage)

800A4B3A 0004 (player 1 appears)
802617A3 0000 (player 1 human control in link btt) <-- this is the weird one XD

800A4BAE 0002,800A4BB0 0003,800A4BB1 0001,800A4BB4 0001,800A4BB5 0000,800A4BB6 0001,800A4BB8 0000 (player 2 doesn't appear)

800A4C22 0004,800A4C24 0001,800A4C25 0002,800A4C28 0002,800A4C29 0000,800A4C2A 0002 (player 3 appears) <--- player 3 is usually the character that turns into hitboxes

800A4C96 0004,800A4C98 0002,800A4C9C 0003,800A4C9D 0000,800A4C9E 0003,800A4C99 0003 (player 4 appears)

Cheats that don't have to be on but you probably want them on
80260C73 0000 (player 1 human conttrol in mario btt)
802617C3 0000 (player 3 human control in mario btt)
player 4 can't move

If you add them all up, you can put them into your cheat file like this and just change the Cheat#


Cheat0="HitBox\Master Code",800A4B3A 0004,802617A3 0000,800A4BAE 0002,800A4BB0 0003,800A4BB1 0001,800A4BB4 0001,800A4BB5 0000,800A4BB6 0001,800A4BB8 0000,800A4C22 0004,800A4C24 0001,800A4C25 0002,800A4C28 0002,800A4C29 0000,800A4C2A 0002,800A4C96 0004,800A4C98 0002,800A4C9C 0003,800A4C9D 0000,800A4C9E 0003,800A4C99 0003,800A4B19 0011,80260C73 0000,802617C3 0000

Cheat1="HitBox\P1 Character Select",800A4B3B 00??
Cheat1_O=$00 - Mario,$01 - Fox,$02 - DK,$03 - Samus,$04 - Luigi,$05 - Link,$06 - Yoshi,$07 - C. Falcon,$08 - Kirby,$09 - Pikachu,$0A - Jigglypuff,$0B - Ness,$0C - Master Hand,$0D - Metal Mario,$0E - Polygon Mario,$0F - Polygon Fox,$10 - Polygon DK,$11 - Polygon Samus,$12 - Polygon Luigi,$13 - Polygon Link,$14 - Polygon Yoshi,$15 - Polygon Samus,$16 - Polygon Kirby,$17 - Polygon Pikachu,$18 - Polygon Jigglypuff,$19 - Polygon Ness,$1A - Giant Donkey Kong

Cheat2="HitBox\P3 Character Select",800A4C23 00??
Cheat2_O=$00 - Mario,$01 - Fox,$02 - DK,$03 - Samus,$04 - Luigi,$05 - Link,$06 - Yoshi,$07 - C. Falcon,$08 - Kirby,$09 - Pikachu,$0A - Jigglypuff,$0B - Ness,$0C - Master Hand,$0D - Metal Mario,$0E - Polygon Mario,$0F - Polygon Fox,$10 - Polygon DK,$11 - Polygon Samus,$12 - Polygon Luigi,$13 - Polygon Link,$14 - Polygon Yoshi,$15 - Polygon Samus,$16 - Polygon Kirby,$17 - Polygon Pikachu,$18 - Polygon Jigglypuff,$19 - Polygon Ness,$1A - Giant Donkey Kong

Cheat3="HitBox\P4 Character Select",800A4C97 00??
Cheat3_O=$00 - Mario,$01 - Fox,$02 - DK,$03 - Samus,$04 - Luigi,$05 - Link,$06 - Yoshi,$07 - C. Falcon,$08 - Kirby,$09 - Pikachu,$0A - Jigglypuff,$0B - Ness,$0C - Master Hand,$0D - Metal Mario,$0E - Polygon Mario,$0F - Polygon Fox,$10 - Polygon DK,$11 - Polygon Samus,$12 - Polygon Luigi,$13 - Polygon Link,$14 - Polygon Yoshi,$15 - Polygon Samus,$16 - Polygon Kirby,$17 - Polygon Pikachu,$18 - Polygon Jigglypuff,$19 - Polygon Ness,$1A - Giant Donkey Kong
 

malva00

Smash Master
Joined
Mar 1, 2002
Messages
3,864
Location
54th and 5th
can it be configured to allow player 1 to be made of boxes (and controlled)?


testing in mupen..
i don't know.

i think i've seen 1 player as hitboxes, but it couldn't move. i could be wrong. could have been FOURTH PLAYER
 

ant-d

Smash Lord
Joined
Jun 3, 2005
Messages
1,314
Location
London, England
oh. i don't know if it does this in pj64, but it crashes randomly, especially when doing special B attacks.
thanks for the savestates and .cht format.

it will take some time to complete the data



i guess i should add a section on invincibility frames

what's this?
 

malva00

Smash Master
Joined
Mar 1, 2002
Messages
3,864
Location
54th and 5th
what's this?
is this some quiz? I'll guess Luigi's taunt. It does crash with some B moves

But believe it or not, one time I was able to suck someone in as hitbox Kirby



i think this is right before kirby finishes taking someone's power, or it could just be the down B XD
 

Sangoku

Smash Master
Joined
Apr 25, 2010
Messages
3,931
Location
Geneva, Switzerland
Lol at kirby's utilt lag. And I would have expected Yoshi's to be longer, never thought it was the shortest Oo.

And Mario and Luigi's dtilts are sooo different.

Thanks for these.

edit: what attack is the image in the OP?
 

dandan

Smash Lord
Joined
Feb 11, 2009
Messages
1,373
kirby is the only char able to do 3 utilts a sec, that just feels wrong :(
 

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada
I have a question about this chart you have:

How did you get these values? I've been trying to find the in-game values for things like weight (so I can then eventually find the hitbox code), but the game file doesn't have any 0.84s (the weight you gave for DK) as far as I can tell.
 
Top Bottom