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Teach Me Miss Asakura! ~GSH2 PAL Port Thread, "Revise changelist based on GSH2", etc.

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
GSH2 PAL Port: This .PAC port promises to try to deliver the most humanly possible consistency in regards to NTSC J/U -> PAL ports. Due to this, certain past changes may have been omitted (by mistake if anything). Taking this journey myself, I will provide a [notable messy] list of all changes (not just new) available in GSH2.

NOTE 1: DO NOT, I repeat, DO NOT release this to the public yet. Note how favorable not having a public changelist is? Let's keep it like that until we can regroup. ^_^

NOTE 2: Since Cape himself has not kept a changelist (we chatted and he just remembered [a good number] of things off his head) as well as the inconsistencies of the B+ Website Changelist, I CANNOT guarantee complete accuracy!

In case of overlapping changes on one move (*ehem*according to B+ website*), GSH2 takes priority.

ALR is based off of vB->GSH2, which claims to have readjusted many values from past builds.

Pages I used:

Website Changelist
RC1 Thread Changelist
GSH1 WiP Changelist
Cape's AIM Convo box.

I may not be as neat and meticulous as Magus...but I'll try to pull my weight! *cue Anime pose* Now Let's Get Sexy Here.

----------------------------------
Universal:

In Sub Action ID: 46 (EscapeAir)

If: Bit is set - RA Basic 100
Bit Variable Clear: RA Basic 100
04070100: .4x
Async Timer: 2 frames
04070100: 1x
End If

before Invincibility Frames
----------------------------------


----------------------------------
Fox:

*missing airdodge and spotdodge changes*

Jab 1: (Sub Action ID: 48)

o Base Knockback increased to 20 (up from 10)
o All Hitboxes – Angle changed to 50 (from 35, 80 and 20) Changelist says 80!

Rapid Jabs (Subroutine: 00011F98):
-Hitlag Multiplier: 1.00x->1.25x (2 dmg hitboxes); 1.00x->1.30x (1 dmg hitbox)

UTilt: (Sub Action ID: 48)

HB1: [1x Size; 10->7 Dmg; 110->135 KBG; 22->47 BKB; 110?->84?]
HB2: [1x Size; 8->7 Dmg; 110->135 KBG; 18->47 BKB; 110?]
HB3: [1x Size; 8->7 Dmg; 110->137 KBG; 18->47 BKB; 110?]

Usmash: (Sub Action ID: 5D)

IASA at 44 (Actual In-Game Frames: 45) frames removed

Nair: (Sub Action ID: 62)
o Hitbox 1 – Base Knockback increased to 20 (up from 10)
o Hitbox 2 – Base Knockback increased to 10 (up from 0)

ALR Lag Frames: 9 -> 8

F-Air (Hits 1-4): (Sub Action ID: 63)
-SDI Capacity Multiplier: 1.00x->0.80x

Damage Reduced (no KB compensation):
HB1: DMG 6->5
HB2: DMG 5->4
HB3: DMG 5->3
HB4: DMG 4->3

ALR Lag Frames: 18 -> 10

Bair: (Sub Action ID: 64)

Damage Reduced (KB compensated):

HB1: [1x Size; 15->11 Dmg; 85->90 KBG; 20->25 BKB; 30?]
HB2: [1x Size; 15->11 Dmg; 85->90 KBG; 20->25 BKB; 30?]
HB3: [1x Size; 9 Dmg; 85 KBG; 20 BKB; (40)?]
HB4: [1x Size; 9 Dmg; 100 KBG; 0->5 BKB; (40)?]

ALR Lag Frames: 15->10
Auto-Cancel Timer: 3->14 (Actual In-Game Frames: 4->15) frames (AKA AC removed)

Uair: (Sub Action ID: 65)

ALR Lag Frames: 22->11

Dair: (Sub Action ID: 66)

2 dmg from 3dmg per hit, KBG to 0 from 40, BKB to 32 from 33
(disables upsmash as a true combo, disables utilt if not hitting an opponent behind you, preserves grab and shine and backwards utilt combos)

ALR Lag Frames: 12->8

Uthrow: (Sub Action ID: 74)

KBG: 110->115
BKB: 75->80

IASA Added: Timer 40 (Actual In-Game Frames: 41)

Dthrow: (Sub Action ID: 75)

Angle: 60->38
BKB: 85->60

N-B Lasers: (???)
I do not know how to port this, please provide instructions!

Up-B (Linking Hits/Start-up): (Sub Action ID: 1DA)
-SDI Capacity Multiplier: 1.00x->0.80x

S-B (Phantasm): (Sub Action ID: 1D5)

-No ledge autosnap during movement portion of move

Motion.pac (?)
-Corrected incorrectly programmed movement on 1st frame (is skipped by default causing a teleport)
-Movement portion extended by 1 frame with equal total distance (allows an additional cancel length and in smoother increments)

D-B Reflector: (Sub Action ID: 1E0)

HB1: [1x Size; 5->3 Dmg; 30->20 KBG; 60->72 BKB; 10?]
HB2: [1x Size; 4->3 Dmg; 30 KBG; 60->65 BKB; 10?]
----------------------------------

----------------------------------
Marth

*applied airdodge Sub-Action changes, lack comparison data on both airdodge and spotdodge changes though*

Jab 1-2 (Untipped): (Sub Action ID: 48-49)
-Hitlag Multiplier: 0.70x->0.80x

DTilt: (Sub Action ID: 55)

Made less effective for wall locks
-Hitbox 0: KBG increased to 44 from 40
-Hitbox 1: KBG increased to 49 from 40; BKB increased to 40 from 25
-Hitbox 2: KBG increased to 49 from 40; BKB increased to 36 from 20

UTilt:

-Frame speed change polished to equivalent post-hitbox speedup. New:[1.400x Frame 13]; Old:[1.500x Frame 16]

F-Smash: (Sub Action ID: 58)
-Tip hitbox size increased from 3.0->3.3 to match graphic better, and weak hitbox shifted outwards by 0.3 to maintain equal tipping area
-SDI Capacity Multiplier: 0.00x->1.00x (Tip)

Usmash: (Sub Action ID: 5D)

Suction hitboxes (4-5): Shifted inward (X axis) from 9->3.5 and -9 -> -3.5 respectively

Nair: (Sub Action ID: 62)

1st Hit; Untipped:
-Hitlag Multiplier: 0.70x->0.85x

ALR Lag Frames: 9 -> 7

F-Air: (Sub Action ID: 63)

Untipped Hit: [1x Size; 10->7 Dmg; 70->80 KBG; 40->35 BKB; (40)¡->40¡]
Tipped Hit: [1x Size; 13->9 Dmg; 80->87 KBG; 40->35 BKB; (40)¡->70¡]

IASA changed from 33->38 (Actual In-game frames: 34->39)

ALR Lag Frames: 9 -> 7

Bair: (Sub Action ID: 64)

Untipped Hit: [1x Size; 11->9 Dmg; 85->60 KBG; 30 BKB; (40)¡->30¡]
Tipped Hit: [1.25x Size; 14->13 Dmg; 90 KBG; 30 BKB; (40)¡->45¡]

ALR Lag Frames: 21->11

Uair: (Sub Action ID: 65)

Tipped Hit: [1x Size; 13 Dmg; 80->70 KBG; 40 BKB; 90¡]

ALR Lag Frames: 9->7

Dair: (Sub Action ID: 66)

ALR Lag Frames: 32->16

Bthrow: (Sub Action ID: 72)
[IASA: 45->40] [4 Dmg; 60->62 KBG; 50->66 BKB; 140?->120?]

Fthrow: (Sub Action ID: 73)
[4 Dmg; 45 KBG; 70->80 BKB; 50?]

Uthrow: (Sub Action ID: 74)

[IASA: N/A->33] [4 Dmg; 120->80 KBG; 60 BKB; 93?]

N-B Shield Breaker: (Sub Action ID: 1D0)
-Hitlag Multiplier: 1.00x->1.45x

Up-B Dolphin Slash: (Sub Action ID: 1E8)

- Invincibility only on frame 5
- Strong Hitbox A: [1x Size; 13 Dmg; 68 KBG; 70 BKB; (40)?->40?]
- Strong Hitbox B: [1x Size; 13 Dmg; 68 KBG; 70 BKB; 74?->40?]
- Hitlag Multiplier: 0.50x->1.00x (both sweetspot hits)

S-B (Dancing Blades): (Sub Action ID: 1D6-1DE)


Dancing Blade Hit 1:
Code:
Side-B (1; Hitbox B): [1x Size; 4->3 Dmg; 25->33 KBG; 35->36 BKB; 88¡]

Hitlag Multiplier: 0.30x->0.65x
Dancing Blade Hit 2 (N/D):
Code:
Side-B (2; Hitbox A): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 75¡]
Side-B (2; Hitbox B): [1x Size; 4->3 Dmg; 30->40 KBG; 22->23 BKB; 90¡]
Side-B (2; Hitbox C): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 40¡]
Side-B (2; Hitbox D): [1x Size; 3->2 Dmg; 30->45 KBG; 22->23 BKB; 10¡]

Hitlag Multiplier: 

Hitbox A, C, D: 0.30x->0.70
Hitbox B: 0.30x->0.65
Dancing Blade Hit 2 (U):
Code:
Side-B (2-Up; Hitbox A): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 70¡]
Side-B (2-Up; Hitbox B): [1x Size; 4->3 Dmg; 30->40 KBG; 20->21 BKB; 80¡]
Side-B (2-Up; Hitbox C): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 60¡]
Side-B (2-Up; Hitbox D): [1x Size; 3->2 Dmg; 30->45 KBG; 20->21 BKB; 40¡]

Hitlag Multiplier: 

Hitbox A, C, D: 0.30x->0.70
Hitbox B: 0.30x->0.65
Dancing Blade Hit 3 (N):
Code:
Side-B (3; Hitbox A): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 30¡]
Side-B (3; Hitbox B): [1x Size; 5->4 Dmg; 100 KBG; 0 BKB; 30¡]
Side-B (3; Hitbox C): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 25¡]
Side-B (3; Hitbox D): [1x Size; 4->3 Dmg; 100 KBG; 0 BKB; 20¡]

Hitlag Multiplier: 0.30x->0.65
Dancing Blade Hit 3 (U):
Code:
Side-B (3-Up; Hitbox A): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 60¡]
Side-B (3-Up; Hitbox B): [1x Size; 5->4 Dmg; 60->75 KBG; 30->31 BKB; 60¡]
Side-B (3-Up; Hitbox C): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 50¡]
Side-B (3-Up; Hitbox D): [1x Size; 4->3 Dmg; 60->80 KBG; 30->31 BKB; 30¡]

Hitlag Multiplier: 0.30x->0.65
Dancing Blade Hit 3 (D):
Code:
Side-B (3-Down; Hitbox A): [1x Size; 4->3 Dmg; 80->106 KBG; 30->31 BKB; (40)¡]
Side-B (3-Down; Hitbox B): [1x Size; 5->4 Dmg; 80->100 KBG; 30->31 BKB; (40)¡]
Side-B (3-Down; Hitbox C): [1x Size; 4->3 Dmg; 80->106 KBG; 30->31 BKB; 270¡]

Hitlag Multiplier: 0.30x->0.65
Dancing Blade Hit 4 (N):
Code:
Side-B (4; Hitbox A): [1x Size; 6->4 Dmg; 125 KBG; 50 BKB; (40)¡]
Side-B (4; Hitbox B): [1x Size; 8->5 Dmg; 125 KBG; 50 BKB; (40)¡]
Dancing Blade Hit 4 (U):
Code:
Side-B (4-Up; Hitbox A): [1x Size; 6->4 Dmg; 130 KBG; 60 BKB; 80¡]
Side-B (4-Up; Hitbox B): [1x Size; 8->5 Dmg; 130 KBG; 60 BKB; 80¡]
Dancing Blade Hit 4 (D):
Code:
Side-B (4-Down; Hitbox A): [1x Size; 2->1 Dmg; 40->80 KBG; 2->3 BKB; 80¡]
Side-B (4-Down; Hitbox B): [1x Size; 3->2 Dmg; 120->180 KBG; 60->61 BKB; (40)¡]
Side-B (4-Down; Hitbox C): [1x Size; 5->3 Dmg; 120 KBG; 60 BKB; (40)¡]

-Hitlag Multiplier: 0.50x->0.75x (4-Down; 1 dmg) 
-SDI Capacity Multiplier: 1.00x->0.80x (4-Down; 1 dmg)
Physics:

0x078 Air Stopping Mobility: 0.010->0.007

Lost and Found (In changelist, but not applied):

D-Throw: [5 Dmg; 50 KBG; 65 BKB; 135?->150?]

----------------------------------

Slowly updated as I go through characters.
 
D

Deleted member

Guest
just to double check, these are gonna be the changes in the .pac files?
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Yes. Although the new codes added this set need to be ported, and the offsets for the Animation Engine need to be adjusted accordingly.

I don't really know how to port things *cough*
 
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