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The Big PSA List thread *updated 02/16/10*

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Hey everyone, start adding stuff from this thread to this wiki page: http://opensa.dantarion.com/wiki/PSA_Documentation

It'll be a whole lot more condensed and organized than what you can find in here once everything is added. Keep posting new stuff in this thread, though. No one will know of whatever discovery you may have made if you don't =p

Another helpful page: http://opensa.dantarion.com/wiki/Wiki2PSA

---

I'm gonna start putting updates at the top. If I update an already existing section, I'll mention it up here. I'll just be quoting the new info for now, but once a decent amount has been collected, I'll start putting it all together into one big list and split it up into appropriate sections. And yes, I know I still need to clean up the rest of the thread.

Current most updated lists:

I took some time to finally put in all the new events and parameters into PSA for reals. Here are the updated text files:

http://dl.dropbox.com/u/3408506/Events.txt
http://dl.dropbox.com/u/3408506/Parameters.txt

I changed the ordering to make a little more sense. Not all parameters are filled out, but the ones that are missing should be self-explanatory, especially if you make sure to look at the command summary.
I decided to follow Eldiran's lead in updating some of those files. I fixed EventSyntax to actually display BaseKnockback correctly (which saves unbelievable amounts of time when doing large-scale work in PSA and being super careful about typos), and I updated Parameters to include throw parameters though I only know what 6 of the parameters actually do (I just labeled the other 10 as unknown, though I have some guesses for some of them... if people know what they do, I can improve this). Parameters also now correctly identifies shield damage versus weight knockback for both types of hitboxes instead of listing what should be weight knockback as shield damage and not listing the other value at all. I also fixed some petty spelling and grammar errors in both files that had been annoying me (their is a plural word; it should not be used to refer to one character).

Parameters.txt
EventSyntax.txt
New and slightly improved:

http://www.filefront.com/15361011/EventSyntax.txt

http://www.filefront.com/15361021/Parameters.txt

I improved the throw stuff largely thanks to magus's posting on it, and I added in eventsyntax for the frame speed multiplier (which is very useful and is nice to have a non-garbage value to look at) and the character momentum (just because I was looking at it and noticed it lacked, easy addition).
Useful thread: Article Collaboration Thread

All updates will be placed below this.

--- 02/16/10 ---

I think I've found a big find:

The elusive 0D000200 0-9, 2-Pointer command.

I think its an animation pointer loop command which loops the pointer throughout the entire animation or action of interest.

I'll post more information on my logic behind this later, but I *think* this is how it works. Needs testing!
Confirmed to work. Hype!

Haha, I was just testing this. =) Also, what does color do? Does it edit the glow, the trail, or both?
If you made this clearer in your KCMM posts months ago, I wouldn't have so many headaches today ^-^ So, how does this look as a complete list?

Sword Glow: 11031400

Parameters:
0 - Color
1 - Blur length, i.e. how long the sword's aftershadow is.
2 - Bone the 1st point of the sword trail follows
3 - X offset of the 1st point of the sword trail
4 - Y offset of the 1st point of the sword trail
5 - Z offset of the 1st point of the sword trail
6 - Bone the 2nd point of the sword trail follows
7 - X offset of the 2nd point of the sword trail
8 - Y offset of the 2nd point of the sword trail
9 - Z offset of the 2nd point of the sword trail
10 - Boolean; if set to true, glow/trail disappears at the end of the subaction.
11 - External Graphic Effect reference.
12 - Bone the sword glow follows
13 - X offset of the sword glow
14 - Y offset of the sword glow
15 - Z offset of the sword glow
16 - X rotation of the sword glow
17 - Y rotation of the sword glow
18 - Z rotation of the sword glow
19 - Length of the sword glow, i.e. halving this value will make it half the sword's length.
After looking at/playing with more attacks [while working on a Toon Link .pac], I can safely say that the 5th digit in a collision's flags has little/not much noticeable to do with the collision type.

Only the 4th digit seems to do anything for this scenario.

1 - Offensive collision bubble will only be in effect if opponent is grounded.
2 - Offensive collision bubble will only be in effect if opponent is in the air.
3 - Offensive collision bubble will appear regardless of opponent's state.

Also note that a hitbox flag set with 11 as its 4th and 5th digits cannot actually hit airborne opponents.
Does anyone know which action or subaction is the teeter on the edge animation?

Edit: NM

Action 7C

Called for in fighter.pac by BA6C

Code:
Change Action 7C, req=3A
Add req= compare IC Basic 245 (you enter in 1013 I believe) < .75
Add req, Not bit is set, LA-Bit36
nifty :)
Event 18000100 checks for sloped ground and moves parts of the character to match.

Nothing impressive, but it's something.
RA-Bit[17] is not set when you're in hitstun.
[10:33:10 AM] AS: On a completely random note, it seems that shield is stored in LA-Float[3]
There are codes missing from the newest code list.

0C090100
Allow Ledgegrab [can be used in subactions, can be activated at a specific frame]
Parameter 0: Value: 0 = No, 1 = Yes IF FACING LEDGE, 2 = anytime

10010100
Generate Article
Parameter 0: Value = Article

Also, now that we [ALL] know what 18000100 is, what do its parameters mean?

[These are all in Ike]
- 18000100: 0-0
- 18000100: 0-2
- 18000100: 0-6
- 18010200: 0-0, 0-3 [Found in GuardOn]
- 18010200: 0-0, 0-6 [Found in DownBackU]
- 18010200: 0-1, 0-3 [Found in DownBoundU]
- 18010200: 0-1, 0-6 [Found in DownSpotU]
- 18010200: 0-2, 0-3 [Found in EscapeF]
- 18010200: 0-4, 0-3 [Found in EscapeB]
- 18010200: 0-6, 0-3 [Found in EscapeF]
- 18010200: 0-6, 0-6 [Found in GuardOff]
- 18010200: 0-6, 0-C [Found in DownStandU]
- 18010300: 0-1, 0-6, 3-1 [Found in DownWaitU]


^ These are all I've found.

EDIT:
17070000...code I've never seen before. No parameters, found in DownEatU.
IC-Basic[1005] is equal to your current velocity.

Gonna use this in Project M for knockback-based pain sound effects.
RA-Floats 0x1F4 and 0x1F5 are confirmed not to crash upon being set on any character. There is a very strong probability that they are unused altogether. I do not know how far this range of unused floats spans in either direction, so if you want to test...
[COLLAPSE=Squat Test Instruction]
  1. Get the code here: http://www.mediafire.com/?tmzgukt14wy
  2. Open up Code Manager and enable both the Params and Code sections.
  3. Replace the XXX in Params with the hex number of a float you want to test.
  4. Go to traning mode, pick each character and try crouching with them.
  5. If it doesn't crash or have any other obvious adverse effects (frozen animation) on any of the characters, it's probably unused.
You can modify this to work with other types of variables, but you have to replace the last line of Params with the correct type of variable, and then change the "Float Variable Set" to the appropriate handler in Code.
[/COLLAPSE]
Untested, but I think 000B0X00 where X is 1,2,3,4 is an OR() function.

Its most common utility is in fighter.pac after an If Statement, and if you look at 0xDEAC which is the area involved in item picking up, the requirements are laid out pretty clearly that its likely an OR statement
(In reference to a comment about IC-Basic[1008])

I made a mistake. This is upwards velocity, not vertical velocity. The value can't go below 0. Also, it seems to be somewhat inconsistent, and it might only work while in hitstun; not sure. Might be that way with IC-Basic[1005], too.
Some IC-Basics. Found these in the teeter detection action and walk actions in Fighter.pac. They measure tilt on the control stick.
Code:
IC-Basic[1009] = [No observed effect]
IC-Basic[1010] = Absolute X axis, 0 (neutral) to 1 in either direction
IC-Basic[1011] = Absolute X axis, less sensitive than 1010?
IC-Basic[1012] = Relative X axis, 1 (leftmost) to 0 (neutral) to -1, (rightmost). 
                 Increments of about 0.325 (this is the only one with which I bothered
                 testing increments, and I got bored before I fine-tuned it to the bit.)
IC-Basic[1013] = Absolute X axis, less sensitive than 1011?
IC-Basic[1014] = Relative X axis, less sensitive than 1012?
IC-Basic[1014] = [No observed effect]
Event 02000401 appears to be prioritized change action. The first parameter is a priority ID, for example if you have
PrioritizedChangeAction(Priority=2700, ActionID=28[Utilt],Requirement=Button Pressed: 00)
PrioritizedChangeAction(Priority=2700, ActionID=114[UpB],Requirement=Button Pressed: 00)

And the player presses A, it will Utilt and not Up B.

Event 02080100 appears to register a priority ID as some sort of cut-off. For example, the Dash action has actions like this:
Code:
Priority: Action
    2710: Idle
    2719: Run
   ≥271A: All other actions including dash attack, grab, jump, etc
Normal actions appear to have a priority of 0. For example, I added a reglar action to the Dash subroutine and after dashing the animation would complete but the character would never return to idle and never be able to run out of a dash.

Further testing is required to confirm this. Also, there may be other equivalent events for the other forms of Change Action with less parameters, for example 02000201.
That actually wasn't a test, it was an example. I haven't tested this very thoroughly at all except for trying to get taunts to cancel dashes.

BTW, if anyone wants to help test this, open PSA and clear out a character's Neutral B, give them a subaction (something long, like a taunt) and throw some of these actions in there. For reference, here's a dump of Dash and Run in Fighter.pac (courtesy of Dantarion's OSA2 Dump GUI). I added the Event ID's, which OpenSA2 annoyingly omits.
[COLLAPSE=Dash]
Code:
Action 0x3
@C814
Dash, 
-----------|START|--------------------------
07000000	!Controller-00!	
02010200	Change Action(2)	ID=0xE, Requirement=In Air
02000401	Change Action(EXT)	Unknown=0x2772, ID=0x113, Requirement=Button Pressed, Variable=0x1
02040400	Additional Requirement	Requirement=Compare, IC-Basic[245], 0x4, IC-Basic[113]
02000401	Change Action(EXT)	Unknown=0x2783, ID=0x9B, Requirement=20, Variable=0x8
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[16]
02000401	Change Action(EXT)	Unknown=0x277F, ID=0x9C, Requirement=20, Variable=0x8
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02000301	Change Action(EXT)	Unknown=0x2781, ID=0x9B, Requirement=Holding Item
02040200	Additional Requirement	Requirement=Button Held, 0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[16]
02040200	Additional Requirement	Requirement=Not 20, 0x400000
02000301	Change Action(EXT)	Unknown=0x2782, ID=0x9C, Requirement=Holding Item
02040200	Additional Requirement	Requirement=Button Held, 0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040200	Additional Requirement	Requirement=Not 20, 0x400000
02000601	Change Action(EXT)	Unknown=0x277A, ID=0x38, Requirement=Compare, Variable=IC-Basic[243], Comparison=0x1, Variable=IC-Basic[58]
02040200	Additional Requirement	Requirement=Button Held, 0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040100	Additional Requirement	Requirement=Not Holding Item
02000401	Change Action(EXT)	Unknown=0x2779, ID=0x36, Requirement=Button Held, Variable=0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040100	Additional Requirement	Requirement=Not Holding Item
02000401	Change Action(EXT)	Unknown=0x2786, ID=0xA0, Requirement=20, Variable=0x4
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040400	Additional Requirement	Requirement=Compare, IC-Basic[245], 0x4, IC-Basic[50]
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[16]
02000401	Change Action(EXT)	Unknown=0x278D, ID=0xA4, Requirement=20, Variable=0x2
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[16]
02000401	Change Action(EXT)	Unknown=0x2768, ID=0x2A, Requirement=Button Pressed, Variable=0x0
02040400	Additional Requirement	Requirement=Compare, IC-Basic[245], 0x4, IC-Basic[50]
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[16]
02000401	Change Action(EXT)	Unknown=0x278A, ID=0xA3, Requirement=20, Variable=0x4
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02000401	Change Action(EXT)	Unknown=0x2763, ID=0x26, Requirement=Button Pressed, Variable=0x0
02000301	Change Action(EXT)	Unknown=0x277D, ID=0x96, Requirement=21
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040100	Additional Requirement	Requirement=Not 19
02000301	Change Action(EXT)	Unknown=0x277E, ID=0x97, Requirement=22
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040100	Additional Requirement	Requirement=Not Holding Item
02000601	Change Action(EXT)	Unknown=0x2740, ID=0x7, Requirement=Compare, Variable=IC-Basic[244], Comparison=0x4, Variable=IC-Basic[50]
02040400	Additional Requirement	Requirement=Compare, IC-Basic[9], 0x0, IC-Basic[247]
02040400	Additional Requirement	Requirement=Compare, IC-Basic[0], 0x1, IC-Basic[248]
02000601	Change Action(EXT)	Unknown=0x273C, ID=0x3, Requirement=Compare, Variable=IC-Basic[243], Comparison=0x4, Variable=IC-Basic[50]
02040400	Additional Requirement	Requirement=Compare, IC-Basic[9], 0x0, IC-Basic[247]
02040400	Additional Requirement	Requirement=Compare, IC-Basic[0], 0x4, IC-Basic[249]
02000401	Change Action(EXT)	Unknown=0x2736, ID=0x1F, Requirement=Button Held, Variable=0x3
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[17]
02000401	Change Action(EXT)	Unknown=0x273B, ID=0xA, Requirement=Button Pressed, Variable=0x2
02000601	Change Action(EXT)	Unknown=0x273A, ID=0xA, Requirement=Compare, Variable=IC-Basic[250], Comparison=0x4, Variable=IC-Basic[69]
02040400	Additional Requirement	Requirement=Compare, IC-Basic[10], 0x0, IC-Basic[251]
02040100	Additional Requirement	Requirement=Not 25
02000600	Change Action		Unknown=0x2719, ID=0x4, Requirement=Compare, Variable=IC-Basic[243], Comparison=0x4, Variable=IC-Basic[54]
02080100	!Status-08! 02080100	0x2719
02000300	Change Action		Unknown=0x2710, ID=0x0, Requirement=Animation End
02000400	Change Action		Unknown=0x271A, ID=0x8C, Requirement=Not 14, Variable=0x2
02040200	Additional Requirement	Requirement=Not Bit is Set, RA-Bit[19]
00070100	Subroutine		Offset=@A6E4
04000100	Change Subaction	Dash
----------------------------|END|-----------
[/COLLAPSE]
[COLLAPSE=Run]
Code:
Action 0x4
@CD4C
Run, 
-----------|START|--------------------------
02010200	Change Action(2)	ID=0xE, Requirement=In Air
02010500	Change Action(2)	ID=0x8B, Requirement=Compare, Variable=RA-Float[4], Comparison=0x1, Variable=0.00x
02040400	Additional Requirement	Requirement=Compare, IC-Basic[243], 0x1, IC-Basic[58]
02040200	Additional Requirement	Requirement=Not 14, 0x1
020A0100	Selective IASA		0x1
02000401	Change Action(EXT)	Unknown=0x2783, ID=0x9C, Requirement=20, Variable=0x8
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02000301	Change Action(EXT)	Unknown=0x2782, ID=0x9C, Requirement=Holding Item
02040200	Additional Requirement	Requirement=Button Held, 0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040200	Additional Requirement	Requirement=Not 20, 0x400000
02000601	Change Action(EXT)	Unknown=0x277A, ID=0x38, Requirement=Compare, Variable=RA-Float[4], Comparison=0x1, Variable=0.00x
02040400	Additional Requirement	Requirement=Compare, IC-Basic[243], 0x1, IC-Basic[58]
02040200	Additional Requirement	Requirement=Button Held, 0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040100	Additional Requirement	Requirement=Not Holding Item
02000401	Change Action(EXT)	Unknown=0x2779, ID=0x36, Requirement=Button Held, Variable=0x3
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02040100	Additional Requirement	Requirement=Not Holding Item
02000401	Change Action(EXT)	Unknown=0x278A, ID=0xA3, Requirement=20, Variable=0x4
02040200	Additional Requirement	Requirement=Button Pressed, 0x0
02000401	Change Action(EXT)	Unknown=0x2763, ID=0x26, Requirement=Button Pressed, Variable=0x0
020A0100	Selective IASA	0x6
02000401	Change Action(EXT)	Unknown=0x273B, ID=0xA, Requirement=Button Pressed, Variable=0x2
02000601	Change Action(EXT)	Unknown=0x273A, ID=0xA, Requirement=Compare, Variable=IC-Basic[250], Comparison=0x4, Variable=IC-Basic[69]
02040400	Additional Requirement	Requirement=Compare, IC-Basic[10], 0x0, IC-Basic[251]
02040100	Additional Requirement	Requirement=Not 25
02000601	Change Action(EXT)	Unknown=0x273F, ID=0x8, Requirement=Compare, Variable=RA-Float[4], Comparison=0x1, Variable=0.00x
02040400	Additional Requirement	Requirement=Compare, IC-Basic[243], 0x1, IC-Basic[58]
000A0200	If			Requirement=Bit is Set, Variable=LA-Bit[10]
02000600	Change Action		Unknown=0x279D, ID=0x5, Requirement=Compare, Variable=IC-Basic[245], Comparison=0x0, Variable=IC-Basic[45]
000E0000	Else	
02000600	Change Action		Unknown=0x273D, ID=0x5, Requirement=Compare, Variable=IC-Basic[245], Comparison=0x0, Variable=IC-Basic[54]
000F0000	End If	
00070100	Subroutine		Offset=@A6E4
04000100	Change Subaction	Run
----------------------------|END|-----------
[/COLLAPSE]
EDIT: Oh, and here's subroutine A6E4, which is called at the end of both actions.

[COLLAPSE=Subroutine @A6E4]
Code:
Subroutine @A6E4
-----------|START|--------------------------
2010300	Change Action(2)	ID=0x65, Requirement=Hit Wall, Variable=0x2
2040100	Additional Requirement	Requirement=Facing Left
2040400	Additional Requirement	Requirement=Compare, IC-Basic[232], 0x5, IC-Basic[187]
2040100	Additional Requirement	Requirement=On Ground
2010300	Change Action(2)	ID=0x65, Requirement=Hit Wall, Variable=0x4
2040100	Additional Requirement	Requirement=Facing Right
2040400	Additional Requirement	Requirement=Compare, IC-Basic[232], 0x5, IC-Basic[187]
2040100	Additional Requirement	Requirement=On Ground

----------------------------|END|-----------
[/COLLAPSE]
[collapse=All Old Updates]
--- 01/07/10 ---

Random edit for the article list. If you use the Generate Article command, these are the correct values.

Sheik Articles:
0 - Thrown Needles
1 - Needles in Hand
2 - Chain
3 - Up-B Explosion
4 - FS Bow
5 - FS Arrow

I'm positive the thrown needles, hand needles and the Chain don't freeze, but I haven't checked the others. Just a note.
Note: Has also been added to the article section (much) further down.

Bumpeth...

02000600 is some sort of a Change Action If Variable Matches Comparison, but it has an extra parameter (Parameter 0 to be exact) that has a four digit number that always starts with a 2 in it. I've seen those numbers before but nobody knows what they do :/
This *might* be a method to check if you are moving up or down:

If Not 16;
07010000
Bit Variable Set - [2]
End If

This would be a way to check if falling, then go into fast fall.

Remember, this will need to be looped, or it will require frame perfect.
TSON, how did you find those?
Are those for Nana's main for those subactions?
EDIT:
Found offset list for all of Nana's subactions. Just gotta find where the rest of the crap is then ill post a offset list for editing Nana, thanks TSON, you made it easy.

BIG EDIT

Okay, heres the deal.
There is a section that exists in every characters file.
I call it the "Special Offset" section. It appears to contain a list of offsets to different sections of a characters file. It contains offsets to lists of offsets that point to the PSA routines for actions, and subactions, and it also points to attributes and subaction animation flags.

The offsets for Nana's stuff were in the some of the unknown values inside this "Special Offset" section. The problem is, I have no idea why. Here is a annotated dump of the SpecialOffset section in FitPopo.pac produced by OpenSA2. Everything Labeled with ? is untested, and everything labeled with parens is also a guess or unknown.

Code:
##########################################
# Special Offsets
##########################################
0@1BAD8 - Subaction Flags
1@1E9EC - Subaction Flags stop
2@0 - Attributes
3@2E4 - SSE Attributes?
4@34570
5@5C8 - SSE Attribute End?
6@19A3C
7@16E8
8@342F0
9@19B2C - Actions
10@19B68 - Actions End? Hidden Action Start?
11@19BA4 - Hidden Actions End?
12@1CA68 - Main
13@1D230 - GFX
14@1D9F8 - SFX
15@1E1C0 - OTHER
16@342F8
17@3434C
18@344B8
19@1EA5C
20@346F0 (Int-Offset Pairs)
21@0
22@33D58 (0,0,0, then offsets)
23@0
24@0
25@0
26@34050 (Mostly 0, an offset or 2)
27@0
28@1
29@735F (An offset, 0,1C, then some..scalar variables?)
30@1E
31@31E38 - Nana Main
32@32600 - Nana GFX
33@32DC8 - Nana SFX
34@33590 - Nana OTHER
35@345BC - Nana Attributes??(Floating Points)
36@3469C - Nana SSE Attributes??(Floating Points)
37@345EC - (Floating Points)
38@34644 - (Floating Points)
39@34720 - (Floating Points)
40@346AC - (Floating Points)
41@33D68 - (Offset-Int Pairs) 
42@6     - (Count for above section?)
43@33DD8 - (FFFFFFFF's)
44@33EA8 - (1,FFFFFFFF, then some offsets)
45@33FD4 - (0,FFFFFFFF,FFFFFFFF, then some offsets)
46@340EC - (1,27,then some offsets)
47@34148 - (0,FFFFFFFF,FFFFFFFF, then some offsets)
48@317CC - (0,0, then...not sure)
Now, before messing with this Nana **** this morning, heres what I knew.
Taken from OpenSA2 src code.
Code:
        private const int SUBACTION_FLAG_START = 0;
        private const int SUBACTION_FLAG_STOP = 1;
        private const int ATTRIBUTE_START = 2;
        private const int SSE_ATTRIBUTE_START = 3;
        private const int SSE_ATTRIBUTE_END = 5;
        private const int ACTION_OFFSETS_START = 9;
        private const int HIDDEN_ACTION_START = 10;
        private const int HIDDEN_ACTION_END = 11;
        private const int SUBACTION_MAIN_OFFSETS_START = 12;
        private const int SUBACTION_GFX_OFFSETS_START = 13;
        private const int SUBACTION_SFX_OFFSETS_START = 14;
        private const int SUBACTION_OTHER_OFFSETS_START = 15;
EDIT: Just realized that 5 on the above list is for the start of the second set of attributes that PW found that includes ledgegrab range

EDIT:When I go to look at the place Nana's offsets are in another characters .pac...I dont end up at PSA offsets like I do in Popos
If anyone knows how to make communication between an article and a character, please do tell. Variables do not work. I'm gonna take a wild guess and say it's in the "link" events.

IC-Basic[169] is your location, as confirmed by this:

Float Variable Set - RA-Float[0] = IC-Basic[169]
Change Action(2) - ID=0x2, Requirement=Compare, Variable=RA-Float[0], Comparison= <= Variable=0.00x

This is how Ness/Lucas's PK Thunder checks if it hits the player. It sets RA-Float[0] to the value in IC-Basic[169].

EDIT2:
And 0B: FF = hit the character that you belong to (for articles)
04020100 always seems to contradict the if that it is inside. I am guessing that it's some sort of "jump to other if if requirement is met", like it'd be

If: On Ground
Subaction = (blah)
04020100: In Air
Else:
If: In Air
Subaction = (Blah)
04020100: On Ground
End If:

I'm guessing if the requirement doesn't work for some reason all of a sudden, but you're already in that If:, it'll jump to the else. Just a guess.
Snake's C4 uses the following values to check if there is something nearby to stick.

Person:
06101100 - 0x0, 0x0, 0x3, 5.00x, 0.00x, -3.00x, 0.00x, 0x2, 0x1, 0x3, False, 0xF, 0x1, False, 0x1, True, 0x0

Wall:
Bit Variable Set - RA-Bit[1]
06101100 - 0x0, 0x0, 0x3, 5.00x, 0.00x, 0.00x, 0.00x, 0x2, 0x1, 0x3, False, 0xF, 0x1, False, 0x1, True, 0x0

If anyone cares
Change Action (Requirement: Compare: RA-Float[0] and 1) is how articles tell how long they have existed and go to the explosion or disappearing subaction at the right time. If you change this to a Nop: then they will continue going forever. This is how I made Melee Yoshi eggs.
TaroNuke found that the two variables under Initial Run Velcoity affect Run Speed :V (didnt see that one coming)
I actually did a lot of testing/checking on those attributes and the two after them. Here are my results:

Attributes
0x020 = 30 for ALL characters
0x024 = 3 for ALL characters
0x028 = usually 1
0x02C = usually 1.3 (Falco is 1.1, Luigi is 0.7, Warioman is 3)

I modified them, but didn't find anything changed. Then again I may not have been looking hard enough.
"0x020 is normally 30 for everyone (because speed is determined with animation) but setting it to 0.1 makes the animation play at normal speed but have the character take a while to hit top speed during a dash from the start"
Found out something I think you all would find quite useful.

0E060100 is not "multiply blah blah momentum blah". It is DISABLE GRAVITY AND CONSERVE MOMENTUM.

So, Kinetic Module Generic (0E) is this:

0E01- Momentum Add
0E02- Momentum Reset
0E03- Vertical Momentum Reset
0E04- Horizontal Gravity Off/Set Momentum (?)
0E05- Horizontal Gravity On
0E06- Vertical Gravity Off
0E07- Vertical Gravity On
0E08- Momentum Set
0E09- Not Documented

I'm not seeing a pattern here. :(
How to make grabs that don't normally grab airborne opponents grab airborne opponents

Parameter 7 of a "catch collision", change it from 1 to 3.
Fixes Toon Link's catch collisions so that they can grab people in the air (e.g. off a stage, instead of having the grab hitbox fall through them).

1 = can only grab opponents on land
2 = can only grab airborne opponents (untested assumption)
3 = can grab opponents on land OR in air
--- 12/11/09 @ 8:30 EST

"Don't worry, be emo":laugh:

1E030100 Add Damage

parameter 1-Scalar: Damage to Add.

Happy Holidays! (or Emo Holidays.:p)
--- 12/11/09 ---

Looking at it... 1C is if hit by hitbox which doesn't seem to be OP'd yet.
070B0200 looks like a rumble loop. I don't have time to test what each parameter is but it's a rumble code used for Pikachu's thunder when the article is called while grounded.
Parameter 0 (Value) for Catch Collisions is totally the Collision ID.

Oh, and Parameter 3 (Value) for throws seems to be the angle. Edit: Yeah, it definitely is.

I dunno if these were already known, but whatever.
04020100 seems to be generally used as a

do (something) if

command. Dunno if that's helpful to anyone but if they want to test and figure out what it does then be my guest.
14070A00 spawns ambient wind that comes from the player. It is not a hitbox. It is merely a wind that rustles loose hats, hair, etc.

The first parameter doesn't seem to do anything, so I'd keep it at a value of 0.
The second parameter is set in scalar, but I don't see it doing anything either lol. So leave that alone for now.
The third is in scalar as well, it's the strength (or speed, depending how you look at it) of the wind. A value of one causes the opponents props to twitch a bit, 300 causes them to rise extremely fast. 100 is a smooooth ride up.
The fourth is also scalar, acts somewhat like another strength/speed setting. It has priority over the third parameter.
The fifth is scalar, like the others, and controls size I believe.
The sixth is scalar, and I honestly have no clue what this does XD.
The seventh and eighth are both scalar (shocker, huh?), and they don't seem to do anything for me ._., but they always seem to be the same value whenever I look at it, so I'd suggest you did that.
The ninth is A HEX VALUE?!


...And I dunno what it does. <_>

14040100 halts the ambient wind at 0-0.


You guys have fun with that, lol.
Tripleposting because nobody's in this thread :V

Set Air/Ground (10) allows you to leave the ground during a grounded animation.
This probably isn't very exciting, but event 1F0C0100 (1 parameter that is "value", value must be 64) starts the beam sword trail, if you're holding one. Probably has more uses among battering weapons.
Parameter 1 of Catch Collisions = Bone

060C0100 = grab range?
Also, fighter.pac enables moves to be interrupted with certain attacks, as exemplified in Pit's upB:

020A0100 0-A, C, F, 10

In Fighter.pac, 21C50 enables:
9, B-12
during fall.

However, we don't know what these directly correlate to.
No, the only events used are momentum modifiers & variables, diable horizontal control, and a few others.

Also updated the post above mine with new findings


Edit: Also something in 21C20 of fighter.pac is what enabled you to FF during a move, exactly what that is, im not sure lol

Double Edit:

These 020A0100 abilities are defined in the external subroutines of fighter.pac (i think)
Air Attack - F
grab Edge - A
Air dodge - E
Air item throw - C
Air jump aerial - 12
Air landing - 9
Air Lasso - D
Air Special - B
Air Tread Jump - 10
Air Walljump -11
Ground - 8
Ground Attack -4
Ground Catch 3
Ground Escape - 5
Ground Guard - 6
Ground Item - 2
Ground Jump - 7
Ground Special - 1





Note: If an alloy is in fact missing a subroutine of these, that would explain why it isn't capable of performing it.
http://www.mibbit.com/pb/9WsBRn - All characters ledgegrab range. Thanks to PW for figuring it out, kupo for telling shanus, and shanus for posting how to find it

Dumped by OpenSA2
My buddy dant (:p) and I found a few things:

10040200 is Set Article Animation.

Parameter 0 = Article ID
Parameter 1 = Animation ID

For example, on Link's hookshot head, animation 0 = open, animation 1 = closed.

10070200 is... Well honestly I don't know. Whenever I change the value it seems to make the article invisible or just flat out not there.. All I know is that Parameter 0 = Article ID.
HMM, TETHER, DEAR, DO YOU SEE ANY LEDGES NEARBY?

~RA-Bit[16] = true







Wall tethering is a job for fighter.pac.
YES!!

I've finally managed to find a way to relate the event types to the generic module set that is used for each character during gameplay. This will help a lot in understanding some of the more unknown sections of PSA code.

Here it is. ^_^

Code:
# = the first two digits of the event id.

02 so Status Module
03 so Model Module
04 so Motion Module
05 so Posture Module
06 so Collision Attack Module
06 so Collision Hit Module
06 so Collision Shield Module
06 so Collision Shield Module
06 so Collision Catch Module
07 so Controller Module
08 so Ground Module
09 so Situation Moudle
0A so Sound Module
0B so Visibility Module
0C ft<charname>
0D so Anim Cmd Module
0E so Kinetic Module Generic
0F so Link Module
10 so Generate Article Manage Module
11 so Effect Module
12 so Work Manage Module
13 so Combo Module
14 ft Area Module
15
16
17 so Physics Module
18 so Slope Module
19
1A so Camera Module
1B
1C ft Stop Module
1D so Shake Module
1E so Damage Module
1F so Item Manage Module
20 so Turn Module
21 so Color Blend Module
22 so Team Module
23 so Slow Module
64 ft Cancel Module
Take note that these are only the modules that Mario has at his disposal - I've noticed that some characters lack certain modules that other characters have (e.g. Sword slash effects) so the blank spaces still need to be filled.

Take special note of 0C which is ft<charname>. This one directly links into the character's .rel file for any unique events to that character only.

Not only does this help us understand the events better, but it should also be helpful for figuring out other exploits to use in PSA for various effects.
This confirms my theory about the 020X events.

It seems these get defined as certain status' throughout the game that you can use for psuedo autocancels.

For example, Samus' missiles or Falco's lasers use 020A0100 to check for ground.

Most interestingly though is that 020C0100 seems to define these states. So if you wanted a move which could only cancel into another move, you *might* be able to define the action item as 020C0100 0-XX, then call it in the move list with 020A0100 0-XX. However, I'm not sure and I think the 020C0100 might only work within an action.


Nice work Phantom, very nice work.

Does this mean the 04 functions monitor your current motion direction? This could prove extremely useful.
I'm not exactly what "ft" and "so" stand for, but they seem to be closely related to all modules.
(on a side note, each name was also suffixed with either "impl", "null", or "actor". But I omitted those)

As for the module names, I already know that Link is a linker module for attaching objects such as items, articles and players (when throwing) to the bones of your character. Work Manage is for variables - all your long-term, and short-term variables of all types go in there. (internal constants are a bit different) I'm not too sure about Combo, Area and Slope but for a guess I'd say that Combo is your damage decay buffer and Area and Slope would have to do with your interaction with the terrain. I'm not sure what Turn would be for though, seeing as I already know the module for containing your direction.



Motion contains data about your animations hence the animation files being Fit<Character>Motion.pac
Don't know if this was known yet, but I'll share what I found last night.

In the flag values for offensive collisions, there is a pair of numbers that seem to check whether or not your opponent is on the ground or in the air.

Like this:

3A831C42

From what I remember, the first number has to do with priority and the last three digits have to do with the graphic effect and sound effect of the attack.

That's all I really knew before, but I've come to find the bolded digits work in determining whether that particular collision bubble will appear or not given the condition of your opponent being on the ground or in the air.

In-game Examples:

Ike's Eruption: I found that there were two collision bubbles on the tip of the sword: both the exact same size and the exact same position. The only thing different were their flag values and the trajectory they sent opponents. One of the collision bubbles has a fire graphic, fire SFX, and sends them upwards, while the other bubble has no graphic, sword SFX, and spikes them downward. After much testing, the spiking bubble would only connect if the opponent was on the ground and the fire bubble would only connect if the opponent was in the air. They had flag values like this:

32810682 - Sword effect, spiking collision bubble.
32821085 - Fire effect collision bubble.

The noticeably different values are the ones I mentioned before. 10 and 21. I first tried swapping the flag values of these two collisions with positive results: The spiking collision now only worked on aerial opponents and the fire collision only effected grounded opponents. I then tried swapping these flag values with other attacks, such as a jab or a tilt. Results were promising: I made Ike's jab only connect with an opponent if they were on the ground and Ike's dash attack only connect with opponent who were in the air.

From looking at other attacks, these are some values I see:

10 - Offensive collision bubble will only be in effect if opponent is grounded.
21 - Offensive collision bubble will only be in effect if opponent is in the air.
22 - Offensive collision bubble will only be in effect if opponent is in the air.
11, 30, 31 - Offensive collision bubble will appear regardless of opponent's state.

Zelda's Dair - The strong hitbox lasts for 1 frame at the beginning of the attack, followed by the weak collision lasting for 10 frames after. The strong hitbox comes out on frame 14. If you use Zelda's Dair on a grounded opponent, you will NEVER see the strong hitbox, and the first frame the attack hits is on frame 15. It essentially skips that collision bubble entirely...it never shows. This collision had a flag value of 3BC220C3, the 22 being the determining factor as mentioned above. The weak hitbox appears later with flag values of 39830400.

Also found this in Ike's Aether. The part where Ike is plummeting downward, the sword sends opponents at a downward trajectory if they are in the air and in an upward trajectory if they are grounded.

So yeah, perhaps a longer explanation then what was needed, but I like to type sometimes. What I don't know yet is what other values in that position will cause, or whether they affect a different property. But I do know that these values work, and I can replicate the effect on any collision bubble.
Hey, I found something in PSA that might be handy.

It determines whether or not you can grab a ledge. Event 0C090100, parameter is "value", value of 0 = can't grab ledge, 1 = can grab ledge
--- 11/10/09 ---

P.S. Kind of strange discovery - LA Bit[0] controls if you're alive or not or something. Setting it to true will kill you. You just disappear and then appear on the respawn platform.
Fun fact: code on ThrownX subactions are what executes for your opponent. So if you put a Change Action: BD (Death) or a LA-Bit[0] = true... >D
I *think* i figured out how upB movement is determined for all characters which allow directional movement.

Set RA-basic[0]=IC-Basic[196 (24004)]
0D00200 0-9, 2-XXXXXXXX where XXXXXXXX is a pointer to a subroutine

In XXXXXXXX:
12040100 5-20000000 (the variable you set equal to IC Basic)


This is entirely untested, but might be a way the game injects joystick measurements into momentum.

I need confirmation from people, though.
Shanus and I discovered another two offsets.

0E060100 seems to enhance any upward momentum you have by continuously adding a fixed amount when the value is at 1. It creates a kind of a Fox's fair type of effect without the stall at the end. However there's a downside, you can't stop it.
At value 2, this prohibits any horizontal influence on your character while the move is playing.

0E070100 stops 0E060100 lol. You have to make sure you set them to the same value or else this won't do anything.

Normally 0E060100 wouldn't really be noticeable unless you gave it like 30 frames, but I've found it's still somewhat realistic and noticeable at 5. So uh, yeah, maybe that'll be useful to you :V
To expand on this, 0E040100 with a value of 1 seems to add horizontal momentum, but it isn't a continuous thing. It instead magnifies what you already have somewhat. 0E050100 cancels this. When 0E04 is set to 2, it accelerates instead of boosting. Again, you need 0E05 set to 2 to cancel this.

0E030100 with a value of 1 cancels all vertical momentum and forces it to restart from 0, prolly useful for DJC. It also does the same for horizontal.
I figure this would be useful for people across the board.

As you may know if you ever played with hitbox bubble mode in Melee, an appreciable number of attacks and actions have selected body parts invulnerable (actually, intangible) during execution. This essentially gives some moves more effective range and priority by temporarily disabling one or more of a charcter's hurtboxes from being hittable by other hitboxes. This same mechanic exists in Brawl and has been sitting rather obviously in PSA, although it is currently not in the list of premade events.

Each unique "event" in a PSA line has an 8-digit code. PSA has a premade list of events in plain English for our convenience, but is still using an 8 digit code that is particular to an event if you look at the text boxes while scrolling through them. The box next to the OK/Cancel button can be used to call upon an event manually via entering the 8-digit code.
--------
The 8-digit code for editing a "Bone Collision" is 06080200. Upon entering this line, you will see the numerical code itself and not a text-named event as it is not recognized by PSA's premade list of events. The line will appear as such with 2 parameters to edit, "06080200: 0-XX, 0-Y" where XX is the bone of interest, and Y is the type of body collision. I personally have not seen any Y values set to anything other than 2, which is the intangible bone collision.

06060100: 0-0, is the command that resets all bone collisions to normal. One can also reuse the Bone Collision code and set parameter 2 to a normal bone collision to revert individual bones. These should be used in conjunction with Synchronous/Asynchronous Timers just like offensive collisions.

Example attacks that can be observed in PSA of having these lines of code are Zelda/Sheik's Dsmash, Peach's Usmash/utilt, Fox and Falco's Usmash and Dsmash, etc.

Here are some screenshots of Melee with a couple of Peach's moves that exhibited this property, seen clearly through the game's debug mode:
--- 10/29/09 ---

More discovery:

Fire Projectile
1F060100: 0-Power of shot

Examples: 0-0 fires a star in the Star Rod side tilt, whereas 0-1 is the Fsmash. 0-20 would fire a moderately large Super Scope shot.
--- 10/28/09 ---

Accidental discovery!

Set LA-Basic[110] = 1
makes the character be unable to be grabbed.

EDIT: Less accidental discovery!

Article Visibility
10050200: 0-Article ID, 3-True/False
Oh, and I know it isn't much, but I found a couple more SFX:
1F8F = Star Rod swing (weak)
1F8E = Star Rod swing (strong)
1F8D = Star Rod swing (smash)
If enough people could just find a few of them, we might be able to compile a universal SFX list... Or if someone could use SmashBox to find the file names, that would be good too.
I've also placed the collection of lists prior to the dated entries in code tags. It should still be plenty readable, but this post was getting to be very large.

--- 10/23/09 ---

Bone collaboration thread: http://www.smashboards.com/showthread.php?t=250327

--- 10/22/09 ---

Random codes. Check ROB's SideB subaction 1D1.

06010200 - Something with IDs, possibly Special Offensive Collisions, but it only has one other parameter.

06180300 - Looks exactly like the Defensive Collision above it. Weird.

And apparently you CAN put 'Set Air/Ground: Undefined(10)' in the subaction to lift off the ground, dunno if it's only for B moves though. Also in ROB's Side-B.
So some more stuff:

0E020100 0-1: Turns Gravity off AND sets momentum to zero. The main big use is that this turns gravity off which is sweet.

0E040800: As everyone knows, first 2 parameters are horizontal and vertical. Second two parameters dictate whether its add or set where add is 0, set is 1. However, if you turn it to set, they all become set, so you cant unfortunately add to horizontal and set vertical. Injection of RA-Basic variables and some IC-Basics does NOT work with this code.
Thanks to Dantarion's OpenSA, I discovered a useful variable in Fighter.pac!

IC-Basic[2] is your damage %. Don't get too excited -- if you add or subtract from it, the game crashes. You can, however, use it to have certain things happen based on your current percentage.

For example, I used it to make a kill-able Giga Bowser, which I'm going to post in the Character Submission thread momentarily.

That said, if anyone has a set of codes that makes Giga Bowser reliably accessible as a character, free of crashes, please give it to me.
Yes, but it isn't a "set air/ground" thing. It's event 08000100. Set the value to 1 to make it so you can slide off the edge, or 2 to make it so you can't.

If you want to try, put that event at the beginning of someone's roll. Then they can roll off edges. It's pretty cool, actually.
--- 10/17/09 ---

Both the Event List and Parameter List were compiled by Eldiran.

Event List
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.


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.


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.


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
Ottotto Voice Clip
Play the voice clip for ottotto(whatever that is :p)


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

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

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.


0B020100
Visibility
Shows whether you're visible or not.
3

07070200
Rumble
Controls the rumble on the controller.


0E080400
Character Momentum
Controls the movement velocity of a moving character.
1100

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

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
Parameters:
Code:
00010100
Frames
The number of frames to wait.

00020100
Frames
The number of frames to wait.

00040100
Iterations
The number of times to loop.

00070100
Offset
The offset inside the file to jump to.

00090100
Offset
The offset inside the file to jump to.

000A0100
Requirement
The form of requirement used in evaluation of the if statement.

000A0200
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.

000A0400
Requirement
The form of requirement used in evaluation of the event.
Variable
The first variable in the comparison requirement.
Comparison Method
The method used to compare the two variables. From 0 to 5: <, <=, =, !=, >=, >
Variable
The second variable in the comparison requirement.

02000300
Undefined
Undefined.
Action
The id of the action that the character will execute.
Requirement
The form of requirement used in evaluation of the event.

02010200
Action
The id of the action that the character will execute.
Requirement
The form of requirement used in evaluation of the event.

02010300
Action
The id of the action that the character will execute.
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.

02010500
Action
The id of the action that the character will execute.
Requirement
The form of requirement used in evaluation of the event.
Variable
The first variable in the comparison requirement.
Comparison Method
The method used to compare the two variables. From 0 to 5: <, <=, =, !=, >=, >
Variable
The second variable in the comparison requirement.

02040100
Requirement
The form of requirement used in evaluation of the event.

02040200
Requirement
The form of requirement used in evaluation of the event.
Variable
The variable applied to the requirement.

02040400
Requirement
The form of requirement used in evaluation of the event.
Variable
The first variable in the comparison requirement.
Comparison Method
The method used to compare the two variables. From 0 to 5: <, <=, =, !=, >=, >
Variable
The second variable in the comparison requirement.

04000100
Sub Action
The id of the sub action that the character will execute.

04000200
Sub Action
The id of the sub action that the character will execute.
Pass Frame
Weather to pass the current frame of the current animation onto the new animation.

06000D00
Bone/Id
The bone the collision bubble is attached to/The id number of the collision bubble. Where XXXXYYYY is X=Bone, Y=Id.
Damage
The amount of damage inflicted to the target upon collision.
Trajectory
The direction in which a target gets launched.
Shield Damage/Knockback Growth
The amount of damage dealt to the target's shield if it is up/The additional distance the target is launched proportional to their damage. Where XXXXYYYY is X=Shield Damage, Y=Knockback Growth.
Base Knockback
The distance the target is launched regardless of their damage.
Size
The size of the collision bubble.
Z Offset
The amount the collision bubble is transitioned from the pivot point of the character. (NOT from it's currently attached bone)
Y Offset
The amount the collision bubble is transitioned from the pivot point of the character. (NOT from it's currently attached bone)
X Offset
The amount the collision bubble is transitioned from the pivot point of the character. (NOT from it's currently attached bone)
Tripping Rate
The percent possibility of the collision bubble inducing a trip.
Hitlag Multiplier
A multiplier affecting the time in which both parties pause when the collision bubble connects.
Directional Influence Multiplier
A multiplier affecting the ability for the character maneuver themselves while suffering from the hitlag generated by this collision bubble.
Flags
Flags for various parameters such as hit effects and sound effects.

06050100
State
The state in which the character's body collision are put in.

06150F00
Bone/Id
The bone the collision bubble is attached to/The id number of the collision bubble. Where XXXXYYYY is X=Bone, Y=Id.
Damage
The amount of damage inflicted to the target upon collision.
Trajectory
The direction in which a target gets launched.
Shield Damage/Knockback Growth
The amount of damage dealt to the target's shield if it is up/The additional distance the target is launcehd proportional to their damage. Where XXXXYYYY is X=Shield Damage, Y=Knockback Growth.
Base Knockback
The distance the target is launched regardless of their damage.
Size
The size of the collision bubble.
Z Offset
Transition from the pivot point of the character along the Z axis. (NOT from it's currently attached bone)
Y Offset
Transition from the pivot point of the character along the Y axis. (NOT from it's currently attached bone)
X Offset
Transition from the pivot point of the character along the X axis. (NOT from it's currently attached bone)
Tripping Rate
The percent possibility of the collision bubble inducing a trip. (1 = 100%)
Hitlag Multiplier
A multiplier affecting the time in which both parties pause when the collision bubble connects.
Directional Influence Multiplier
A multiplier affecting the ability for the character maneuver themselves while suffering from the hitlag generated by this collision bubble.
Flags
Flags for various parameters such as hit effects and sound effects.
Undefined
Undefined.
Undefined
Undefined.

0A000100
Sound Effect
the id number for the sound effect called.

0A010100
Sound Effect
the id number for the sound effect called.

0A090100
Sound Effect
the id number for the sound effect called.

0A0A0100
Sound Effect
the id number for the sound effect called.

0E000100
State
The state of the character's air/ground status.

10000100
Article Id
The id of the prop article to be called.

11001000
Graphic
The graphical effect to call.
Bone
The bone to attach the graphical effect to.
Z Offset
Transition from the attached bone along the Z axis.
Y Offset
Transition from the attached bone along the Y axis.
X Offset
Transition from the attached bone along the X axis.
Z Rotation
Rotation along the Z axis.
Y Rotation
Rotation along the Y axis.
X Rotation
Rotation along the X axis.
Size
The size of the graphic.
Random Z Offset
A random value lesser than the specified value and added to the Z Offset.
Random Y Offset
A random value lesser than the specified value and added to the Y Offset.
Random Z Offset
A random value lesser than the specified value and added to the X Offset.
Random Z Rotation
A random value lesser than the specified value and added to the Z Rotation.
Random Y Rotation
A random value lesser than the specified value and added to the Y Rotation.
Random X Rotation
A random value lesser than the specified value and added to the X Rotation.
Undefined
Undefined: Appears to effect weather the graphic is a separate object from the character or parented to the character.

11010A00
Graphic
The file from which to call from/The graphical effect to call. Where XXXXYYYY is X=File# Y=Graphic id
Bone
The bone to attach the graphical effect to.
Z Offset
Transition from the attached bone along the Z axis.
Y Offset
Transition from the attached bone along the Y axis.
X Offset
Transition from the attached bone along the X axis.
Z Rotation
Rotation along the Z axis.
Y Rotation
Rotation along the Y axis.
X Rotation
Rotation along the X axis.
Size
The size of the graphic.
Undefined
Undefined: Appears to effect weather the graphic is a separate object from the character or parented to the character.

11020A00
Graphic
The file from which to call from/The graphical effect to call. Where XXXXYYYY is X=File# Y=Graphic id
Bone
The bone to attach the graphical effect to.
Z Offset
Transition from the attached bone along the Z axis.
Y Offset
Transition from the attached bone along the Y axis.
X Offset
Transition from the attached bone along the X axis.
Z Rotation
Rotation along the Z axis.
Y Rotation
Rotation along the Y axis.
X Rotation
Rotation along the X axis.
Size
The size of the graphic.
Undefined
Undefined: Appears to effect weather the graphic is a separate object from the character or parented to the character.

11170700
Transition Time
The time taken to transition from its current color to the specified color.
Red
The red value.
Green
The green value.
Blue
The blue value.
Alpha
The transparency.
Undefined
Undefined.

111A1000
Graphic
The graphical effect to call.
Bone
The bone to attach the graphical effect to.
Z Offset
Transition from the attached bone along the Z axis.
Y Offset
Transition from the attached bone along the Y axis.
X Offset
Transition from the attached bone along the X axis.
Z Rotation
Rotation along the Z axis.
Y Rotation
Rotation along the Y axis.
X Rotation
Rotation along the X axis.
Size
The size of the graphic.
Random Z Offset
A random value lesser than the specified value and added to the Z Offset.
Random Y Offset
A random value lesser than the specified value and added to the Y Offset.
Random Z Offset
A random value lesser than the specified value and added to the X Offset.
Random Z Rotation
A random value lesser than the specified value and added to the Z Rotation.
Random Y Rotation
A random value lesser than the specified value and added to the Y Rotation.
Random X Rotation
A random value lesser than the specified value and added to the X Rotation.
Undefined
Undefined: Appears to effect weather the graphic is a separate object from the character or parented to the character.

111B1000
Graphic
The graphical effect to call.
Bone
The bone to attach the graphical effect to.
Z Offset
Transition from the attached bone along the Z axis.
Y Offset
Transition from the attached bone along the Y axis.
X Offset
Transition from the attached bone along the X axis.
Z Rotation
Rotation along the Z axis.
Y Rotation
Rotation along the Y axis.
X Rotation
Rotation along the X axis.
Size
The size of the graphic.
Random Z Offset
A random value lesser than the specified value and added to the Z Offset.
Random Y Offset
A random value lesser than the specified value and added to the Y Offset.
Random Z Offset
A random value lesser than the specified value and added to the X Offset.
Random Z Rotation
A random value lesser than the specified value and added to the Z Rotation.
Random Y Rotation
A random value lesser than the specified value and added to the Y Rotation.
Random X Rotation
A random value lesser than the specified value and added to the X Rotation.
Undefined
Undefined: Appears to effect weather the graphic is a separate object from the character or parented to the character.

12000200
Value
the value to place inside the specified variable.
Variable
The Basic type variable to access.

12010200
Value
the value add to the specified variable.
Variable
The Basic type variable to access.

12020200
Value
the value to subtract from the specified variable.
Variable
The Basic type variable to access.

12060200
Value
The floating point value to place inside the specified variable.
Variable
The Float type variable to access.

12070200
Value
The floating point value to add to the specified variable.
Variable
The Float type variable to access.

12080200
Value
The floating point value to subtract from the specified variable.
Variable
The Float type variable to access.

120A0100
Variable
The Bit type variable to set.

120B0100
Variable
The Bit type variable to clear.

1A040500
Zoom Time
The time it takes to zoom in on the target.
Undefined
Undefined.
Distance
The distance away from the target the camera positions itself at.
Undefined
Undefined.
X Rotation
The rotation around the target along the X axis.
Y Rotation
The rotation around the target along the Y axis.

0B020100
Visibility
Set Boolean: True = Visible, False = Invisible

0E080400
Horizontal Velocity
The speed of the character moving left/right.
Vertical Velocity
The speed of the character moving up/down.

1A000100
Size
The size of the screenshake.

07070200
Size
The size of the rumble.
Time
How long the rumble lasts. (Frames)

04070100
Multiplier
How many times faster the frames are.

10030100
Article
ID of the article to be removed.

0C250100
Tag On/Off
Set Boolean: True = On, False = Off

1F090100
Item Visibility
Set Boolean: True = Visible, False = Invisible

08000100
Character State
1: Can drop off side of stage.  2: Can't drop off side of stage.  5: Treated as in air; can leave stage vertically.  Other states unknown.
0C090100: Determines whether or not you can grab a ledge. 1 paramater, parameter is "value". Value of 0 = can't grab ledge, 1 = can grab ledge.

1A030400: Changes the camera boundaries of your character. 4 parameters, all 4 parameters are "scalar". 1st parameter = front boundary, 2nd = back, 3rd = top, 4th = bottom. (This event doesn't "set" camera boundaries, but adds to them, rather... and the camera reverts back to normal when the animation ends)
Small event update about the Super Armor command, 1E000200.

Damage-reliant Super Armor:
1E000200: 0-3, 1-Damage number

Super Armor:
1E000200: 0-1, 1-0 Super armor start
1E000200: 0-0, 1-0 Super armor end
I believe I found a "dice roll" event in PSA. Meaning, an event that rolls a dice with a specified number of sides, and if it rolls a 1, it performs an action (that's the best I can describe it).

It's an If block. Use the second If block on the list of events. Set the Requirement parameter to 2B. Then, change the Variable parameter to a Value parameter, and put in a number (this is how many sides the dice has). Example: setting a dice with 4 sides means it has a 1-in-4 chance of happening. If you set a dice with 1.5 sides, that makes it have a 2-in-3 chance of happening.

I'm sure someone can find a good use for this...

(By the way, I found this by looking at the sound effects for Jigglypuff's smash attacks. They all have a 1-in-2 chance of making a certain sound effect.)
Commands are mostly like this.

XXYYPPEE

XX = Command Category. Most commands that share the first two numbers involve the same stuff.
YY = Command ID
PP = Number of Parameters
EE = External or not. From what I can tell, anything with a 01 here is a subroutine in another file. For example, Mario's up+b calls specialJumpAttack, which is defined in Fighter.pac
More universal sound effects!

Parentheses indicate where in the Sound Test these are found.

1FD4 (Narration 40) = Announcer : "Wow, incredible!"
1FD3 (Narration 39) = Announcer : "Congratulations!"
1FE2 = (Item 148) time stop sound 1
1FD0 = (Item 130) Trophy Get!
1FCF = (Item 129) sandy whoosh!
1FC0 = explosion-y noise
1FBE = explosion-y noise
1FAB = high pitched bunny ear noise
1FA9 = low pitched bunny ear noise
1F93 = super scope charging noise
1F83 = heavy bat hit
1F82 = homerun!!
1F81 = (Item 54)short beam sabre noise
1F80 = (Item 53)longer beam sabre noise
1F7F = (Item 52) longest beam sabre noise
1F67 = (Item 29) metal clang!!
1F5C = (Item 19) Smoke ball "ksssss."
1F5B = (Item 18) UFO-ey noise
1F56 = click.
1F48 = low, muffled "mmbp."
1F43 = brief but loud siren
27 (Menu 18) = ding!
0 (Menu 1) = bip.

Additionally, an event I've found very useful but haven't fully explored:

Disallow Sideways Movement
0E060100: 0-2

This makes it so that pressing left/right does nothing to your momentum -- you still retain forward or backward momentum, though.

I haven't tried any other values for the parameter. Let me know if you guys do.

EDIT: Special thanks to the creator of Commander Snake for using PAL and having all the above sound effects instead of the intended ones.

EDIT2: Added a few sound effects more.
Eldiran; said:
Hey guys. Know how I posted this:

*~If Joystick is Pressed Back~*
Compare: IC-Basic[243] >= IC-Basic[77]
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]

*~If Joystick is Pressed Forward~*
Compare: IC-Basic[244] >= IC-Basic[77]
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]

*~If Joystick is Pressed Up~*
Compare: IC-Basic[250] >= IC-Basic[114]

*~If Joystick is Pressed Down~*
Compare: IC-Basic[252] >= IC-Basic[114]
I think you actually need to enter different values than what appears.
Replacing these numbers should work:

*~If Joystick is Pressed Back~*
Compare: IC-Basic[243] >= IC-Basic[77]
243 = 1011
77 = 3149
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]
9 = 21001
254 = 23038

*~If Joystick is Pressed Forward~*
Compare: IC-Basic[244] >= IC-Basic[77]
244 = 1012
77 = 3149
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]
9 = 21001
254 = 23038

*~If Joystick is Pressed Up~*
Compare: IC-Basic[250] >= IC-Basic[114]
250 = 1018
114 = 3186

*~If Joystick is Pressed Down~*
Compare: IC-Basic[252] >= IC-Basic[114]
252 = 1020
114 = 3186

Another note-- I'm finding the Additional Requirements may be unnecessary. I think adding them makes it only register the input when you tap it, rather than hold it

So, please update the main post with these corrections.
Eldiran's previous submission has been removed to prevent confusion.

--- 09/13/09 ---

Most excellent. Please to be adding these requirements as well:

Requirement 0C: 2
- hit left wall.
Requirement 0C: 4
- hit right wall.

Requirement 0B
- hit with hitbox
Additionally, 0C: 3 seems to be hit ceiling.

---09/12/09 ---

It hasn't been explored, but the function 0B000200 is definitely a collision function. I found by removing it I could effectively almost remove the crazy wallbounces Ness has with levels.

Other collisions tests happen with characters upB's, G&W bucket, Pits reflector shield, and Ike's Final Smash.

pretty sure its the function you are looking for, but people have yet to truly test it.


Edit:


Studying further, if you look at Ike's subaction 1EC:

You can see there is a 0B000200 0-2 0-1

This I'm pretty sure acts as an If Statement such that : If Collision, do the following:

Then you can see this psuedo If statement looks like it is turned off after a frame window later on with: 0B000200 0-0 0-FFFFFFFF


Edit Edit:

Ike's SideB uses a similar function: 0D000200 for determination of if it should swing or not.


Edit edit edit:

Ike side B:

During his sideB travel window, the function 0D000200 0-9 2-1FD1C runs

This function checks for a collision, and when it see's one, it points to location 0001FD1C, which has a function 12040100 which sets RA-Basic[3] to <=0

The 11B action then has a check for if Ra-Basic[3] <=0, it changes it into 11D which is the swordswing animation for the sideB

voila, collision function!

Now to determine how to check for if its a wall, or a person.

this needs testing
--- 09/03/09 ---

I've found what you need to detect joystick inputs. Here 'tis:

*~If Joystick is Pressed Back~*
Compare: IC-Basic[243] >= IC-Basic[77]
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]

*~If Joystick is Pressed Forward~*
Compare: IC-Basic[244] >= IC-Basic[77]
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]

*~If Joystick is Pressed Up~*
Compare: IC-Basic[250] >= IC-Basic[114]

*~If Joystick is Pressed Down~*
Compare: IC-Basic[252] >= IC-Basic[114]

Hopefully that's pretty self-explanatory. These detect about as much joystick input as is necessary to dodge out of Lucario's/Samus' Neutral B.
See 10/17/09 update.

This should go in here and someone take the time to explore it a bit for say, ledgeteching:

I think I've found a wall collision test function. Basically if the function returns true, it points to a location for an action. Removal of these made Lucas and Ness slide up the wall and not bounce off unless done perfectly horizontal.

For Ness wallbounce off his upB:

In 11B:
0D000200: 0-9, 2-173A8 (points to subroutine 000173A8)

In 11C:
0D000200: 0-9, 2-176A8 (points to subroutine 000176A8)


For lucas, this controls his wall collision bounce off of his upB.

In 11B:
0D000200: 0-9 2-18D78 (points to subroutine 00018D78)

In 11C;
0D000200: 0-9, 2-19078 (points to subroutine 00019078)
(Main) "Shake screen" 0E010200 parameter 2 (value 60)
It was unintended but yeah it happened

--- 08/30/09 ---

I found some more stuff.

06010200: Changes hitbox damage. Has 2 parameters, both of the "value" type. First parameter is the hitbox ID, second parameter is the damage you want to switch the hitbox to. Note that all this event does is change the damage of an existing hitbox.

06030100: Deletes a hitbox. The value you put in is the ID of the hitbox that is deleted.

0A030100: Stop a sound effect. The value you put in is the ID of the sound effect that will be stopped.

0E010200: Add speed. Has 2 parameters of the "scalar" type. First one is horizontal speed, second is vertical speed.

1E000200: Super armor. Has 2 parameters, the first one of the "value" type, and the other of "scalar" type. The first parameter sets super armor off or on (0 = off, 1 = on), and the second parameter doesn't look like it does anything, so just keep that at 0.


And here's some stuff about hitbox angles. There are "special" angles for hitboxes if you set the value over 360 degrees. Here's what they do...
361: "Generic angle", the angle this hits at is dependent on how much knockback the opponent takes from it (increasingly higher angle as they take more knockback). Many attacks use this.
362: It looks like it hits straight sideways, and can't be DI'ed.
363: The attack hits the victim in the same direction the attacker is going. I bet you could use this to get multi-hit attacks to link together better.
364: Appears to be the same as 362.
365: Deals absolutely no knockback, but still deals hitstun like normal. Also appears to "shift" the victim in the direction the attacker is going, kind of like 363. Falco's f-air is the only attack I've found to have this.
Nice discoveries Camelot! Stopping sound effects and the angle info should be especially useful.

I should contribute too, so here's some events:

Remove Article
10030100: 0-Article number

Change Hitbox Damage
06010200: 0-Hitbox ID, 0-New damage value

Turn invisible
0B020100: 3-True=visible/False=invisible

Item Visibility
1F090100: 3-True/False

Fire Gun:
1F050000
I also added a correction to the article list.

--- --- ---

Old stuff:

Well, I was getting sick of not having a handy way to reference specific subactions, so I decided to make a list of every subaction in the game to avoid having to look through the PSA list repeatedly. It also doesn't help that the the subactions that have been identified thus far have only had their names noted, and not their number. I haven't identified what all of these are yet, but most of the important ones have already been identified, and others are fairly obvious from their name. Note that some of these actions are character specific (for example, SquatF and SquatB are only available to characters who can crawl), and as a result I'm still missing 17 IDs (out of 461), which I'll update with once I find them. Rejoice in the completion of the Universal Subaction List! Anything after 1CD is a Special, which vary from character to character.


Subactions

Code:
000 Wait1
001 Wait2
002 Wait3
003 Wait4
004 Wait5
005 WaitItem
006 ItemHandPickUp
007 ItemHandHave
008 ItemHandGrip
009 ItemHandSmash
00A WalkSlow
00B WalkMiddle
00C WalkFast
00D WalkBrake
00E Dash
00F Run
010 RunBrake
011 Turn
012 TurnRun
013 TurnRunBrake
014 JumpSquat
015 JumpF
016 JumpF
017 JumpB
018 JumpB
019 JumpAerialF
01A JumpAerialB
01B JumpAerialF
01C JumpAerialF2
01D JumpAerialF3
01E JumpAerialF4
01F JumpAerialF5
020 Fall
021 FallF
022 FallB
023 FallAerial
024 FallAerialF
025 FallAerialB
026 FallSpecial
027 FallSpecialF
028 FallSpecialB
029 DamageFall
02A Squat
02B SquatWait
02C SquatWait2
02D SquatWaitItem
02E SquatF
02F SquatB
030 SquatRv
031 LandingLight
032 LandingHeavy
033 LandingFallSpecial
034 StepJump
035 StepPose
036 StepBack
037 StepAirPose
038 StepFall
039 GlideStart
03A GlideDirection
03B GlideWing
03C GlideAttack
03D GlideEnd
03E GlideLanding
03F GuardOn
040 Guard
041 GuardOff
042 GuardDamage
043 EscapeN
044 EscapeF
045 EscapeB
046 EscapeAir
047 Rebound
048 Attack11
049 Attack12
04A Attack13
04B Attack100Start
04C Attack100
04D AttackEnd
04E AttackDash
04F AttackS3Hi
050 AttackS3S
051 AttackS3S2
052 AttackS3S3
053 AttackS3Lw
054 AttackHi3
055 AttackLw3
056 AttackS4Start
057 AttackS4S
058 AttackS4S
059 AttackS4S2
05A AttackS4S
05B AttackS4Hold
05C AttackHi4Start
05D AttackHi4
05E AttackHi4Hold
05F AttackLw4Start
060 AttackLw4
061 AttackLw4Hold
062 AttackAirN
063 AttackAirF
064 AttackAirB
065 AttackAirHi
066 AttackAirLw
067 LandingAirN
068 LandingAirF
069 LandingAirB
06A LandingAirHi
06B LandingAirLw
06C Catch
06D CatchDash
06E CatchTurn
06F CatchWait
070 CatchAttack
071 CatchCut
072 ThrowB
073 ThrowF
074 ThrowHi
075 ThrowLw
076 ThrownB
077 ThrownF
078 ThrownHi
079 ThrownLw
07A ThrownDxB
07B ThrownDxF
07C ThrownDxHi
07D ThrownDxLw
07E CapturePulledHi
07F CaptureWaitHi
080 CaptureDamageHi
081 CapturePulledLw
082 CaptureWaitLw
083 CaptureDamageLw
084 CapturePulledSnake
085 CaptureWaitSnake
086 CaptureDamageSnake
087 CapturePulledSnake
088 CaptureWaitSnake
089 CaptureDamageSnake
08A CapturePulledDxSnake
08B CaptureWaitDxSnake
08C CaptureDamageDxSnake
08D CapturePulledDxSnake
08E CaptureWaitDxSnake
08F CaptureDamageDxSnake
090 CapturePulledBigSnake
091 CaptureWaitBigSnake
092 CaptureDamageBigSnake
093 CapturePulledBigSnake
094 CaptureWaitBigSnake
095 CaptureDamageBigSnake
096 CaptureCut
097 CaptureJump
098 DamageHi1
099 DamageHi2
09A DamageHi3
09B DamageN1
09C DamageN2
09D DamageN3
09E DamageLw1
09F DamageLw2
0A0 DamageLw3
0A1 DamageAir1
0A2 DamageAir2
0A3 DamageAir3
0A4 DamageFlyHi
0A5 DamageFlyN
0A6 DamageFlyLw
0A7 DamageFlyTop
0A8 DamageFlyRoll
0A9 DamageElec
0AA DownBoundU
0AB DownWaitU
0AC DownDamageU
0AD DownDamageU3
0AE DownEatU
0AF DownStandU
0B0 DownAttackU
0B1 DownForwardU
0B2 DownBackU
0B3 DownBoundD
0B4 DownWaitD
0B5 DownDamageD
0B6 DownDamageD3
0B7 DownEatD
0B8 DownStandD
0B9 DownAttackD
0BA DownForwardD
0BB DownBackD
0BC DownSpotU
0BD DownSpotD
0BE Passive
0BF PassiveStandF
0C0 PassiveStandB
0C1 PassiveWall
0C2 PassiveWallJump
0C3 PassiveCeil
0C4 PassiveWall
0C5 FuraFura
0C6 FuraFuraStartD
0C7 FuraFuraStartU
0C8 FuraFuraEnd
0C9 FuraSleepStart
0CA FuraSleepLoop
0CB FuraSleepEnd
0CC Swallowed
0CD Pass
0CE Ottotto
0CF OttottoWait
0D0 WallDamage
0D1 StopCeil
0D2 StopWall
0D3 StopCeil
0D4 MissFoot
0D5 CliffCatch
0D6 CliffWait
0D7 CliffAttackQuick
0D8 CliffClimbQuick
0D9 CliffEscapeQuick
0DA CliffJumpQuick1
0DB CliffJumpQuick2
0DC CliffAttackSlow
0DD CliffClimbSlow
0DE CliffEscapeSlow
0DF CliffJumpSlow1
0E0 CliffJumpSlow2
0E1 SlipDown
0E2 Slip
0E3 SlipTurn
0E4 SlipDash
0E5 SlipWait
0E6 SlipStand
0E7 SlipAttack
0E8 SlipEscapeF
0E9 SlipEscapeB
0EA AirCatch
0EB AirCatchPose
0EC AirCatchHit
0ED AirCatch
0EE SwimRise
0EF SwimUp
0F0 SwimUpDamage
0F1 Swim
0F2 SwimF
0F3 SwimEnd
0F4 SwimTurn
0F5 SwimDrown
0F6 SwimDrownOut
0F7 LightGet
0F8 LightWalkGet
0F9 LightEat
0FA LightWalkEat
0FB HeavyGet
0FC HeavyWalk1
0FD HeavyWalk2
0FE LightThrowDrop
0FF LightThrowF
100 LightThrowB
101 LightThrowHi
102 LightThrowLw
103 LightThrowF
104 LightThrowB
105 LightThrowHi
106 LightThrowLw
107 LightThrowDash
108 LightThrowAirF
109 LightThrowAirB
10A LightThrowAirHi
10B LightThrowAirLw
10C LightThrowAirF
10D LightThrowAirB
10E LightThrowAirHi
10F LightThrowAirLw
110 HeavyThrowF
111 HeavyThrowB
112 HeavyThrowHi
113 HeavyThrowLw
114 HeavyThrowF
115 HeavyThrowB
116 HeavyThrowHi
117 HeavyThrowLw
118 SmashThrowF
119 SmashThrowB
11A SmashThrowHi
11B SmashThrowLw
11C SmashThrowDash
11D SmashThrowAirF
11E SmashThrowAirB
11F SmashThrowAirHi
120 SmashThrowAirLw
121 Swing1
122 Swing3
123 Swing4Start
124 Swing4
125 Swing42
126 Swing4Hold
127 SwingDash
128 Swing1
129 Swing3
12A Swing4Bat
12B SwingDash
12C Swing1
12D Swing3
12E Swing4Start
12F Swing4
130 Swing42
131 Swing4Hold
132 SwingDash
133 Swing1
134 Swing3
135 Swing4Start
136 Swing4
137 Swing42
138 Swing4Hold
139 SwingDash
13A Swing1
13B Swing3
13C Swing4Start
13D Swing4
13E Swing42
13F Swing4Hold
140 SwingDash
141 ItemHammerWait
142 ItemHammerMove
143 ItemHammerAir
144 ItemHammerWait
145 ItemHammerMove
146 ItemHammerAir
147 ItemDragoonRide
148 ItemScrew
149 ItemScrew
14A ItemScrewFall
14B ItemKikc
14C ItemDragoonGet
14D ItemDragoonRide
14E ItemBIg
14F ItemSmall
150 ItemLegsWait
151 ItemLegsSlowF
152 ItemLegsMiddleF
153 ItemLegsFastF
154 ItemLegsBrakeF
155 ItemLegsDashF
156 ItemLegsSlowB
157 ItemLegsMiddleB
158 ItemLegsFastB
159 ItemLegsBrakeB
15A ItemLegsDashB
15B ItemLegsJumpSquat
15C ItemLegsLanding
15D ItemShoot
15E ItemShootAir
15F ItemShoot
160 ItemShootAir
161 ItemShoot
162 ItemShootAir
163 ItemScopeStart
164 ItemScopeRapid
165 ItemScopeFire
166 ItemScopeEnd
167 ItemScopeAirStart
168 ItemScopeAirRapid
169 ItemScopeAirFire
16A ItemScopeAirEnd
16B ItemScopeStart
16C ItemScopeRapid
16D ItemScopeFire
16E ItemScopeEnd
16F ItemScopeAirStart
170 ItemScopeAirRapid
171 ItemScopeAirFire
172 ItemScopeAirEnd
173 ItemLauncher
174 ItemLauncherFire
175 ItemLauncherAirFire
176 ItemLauncher
177 ItemLauncherFire
178 ItemLauncherAirFire
179 ItemLauncherFall
17A ItemLauncherAir
17B ItemAssist
17C GekikaraWait
17D ItemScrew
17E Guard
17F LadderWait
180 LadderUp
181 LadderDown
182 LadderCatchR
183 LadderCatchL
184 LadderCatchAirR
185 LadderCatchAirL
186 LadderCatchEndR
187 LadderCatchEndL
188 RopeCatch
189 RopeFishing
18A SpecialNBittenStart
18B SpecialNBitten
18C SpecialNBittenEnd
18D SpecialAirNBittenStart
18E SpecialAirNBitten
18F SpecialAirNBittenEnd
190 SpecialNDxBittenStart
191 SpecialNDxBitten
192 SpecialNDxBittenEnd
193 SpecialAirNDxBittenStart
194 SpecialAirNDxBitten
195 SpecialAirNDxBittenEnd
196 SpecialNBigBittenStart
197 SpecialNBigBitten
198 SpecialNBigBittenEnd
199 SpecialAirNBigBittenStart
19A SpecialAirNBigBitten
19B SpecialAirNBigBittenEnd
19C SpecialHiCapture
19D SpecialHiDxCapture
19E SpecialSStickCapture
19F SpecialSStickAttackCapture
1A0 SpecialSStickJumpCapture
1A1 SpecialSDxStickCapture
1A2 SpecialSDxStickAttackCapture
1A3 SpecialSDXStickJumpCapture
1A4 ThrownZitabata
1A5 ThrownDxZitabata
1A6 ThrownGirlZitabata
1A7 ThrownFF
1A8 ThrownFB
1A9 ThrownFHi
1AA ThrownFLw
1AB ThrownDxFF
1AC ThrownDxFB
1AD ThrownDxFHi
1AE ThrownDxFLw
1AF GanonSpecialHiCapture
1B0 GanonSpecialHiDxCapture
1B1 SpecialSCapture
1B2 SpecailAirSCatchCapture
1B3 SpecialAirSFallCapture
1B4 SpecialAirSCapture
1B5 SpecialSDxCapture
1B6 SpecailAirSDxCatchCapture
1B7 SpecialAirSDxFallCapture
1B8 SpecialAirSDxCapture
1B9 SpecialNEgg
1BA SpecialSZitabata
1BB SpecialSDxZitabata
1BC AppealHiR
1BD AppealHiL
1BE AppealSR
1BF AppealSL
1C0 AppealLwR
1C1 AppealLwL
1C2 EntryR
1C3 EntryL
1C4 Win1
1C5 Win1Wait
1C6 Win2
1C7 Win2Wait
1C8 Win3
1C9 Win3Wait
1CA Lose
1CB DamageFace
1CC Dark
1CD Spycloak
1CE+ Specials
I've personally checked every value in this list, so I'm quite sure that it's accurate. If you do happen to notice any errors, let me know. I can't guarantee that the rest of the data following this is accurate, though, as I only checked the Subaction IDs. I'm merely including the following lists here for the sake of having it all in one place. I will correct any errors upon being notified.


GFX

This list contains both universal graphics and character specific ones. The character specific at the least is missing certain file #s, and at most is missing some graphics, so those are incomplete.

Code:
File #0
01 SYS_HIT_NORMAL
02 SYS_HIT_NORMAL_SHOCK
03 SYS_HIT_FIRE
04 SYS_HIT_ELEC
05 SYS_HIT_CUT
06 SYS_HIT_CUT_SHOCK
07 SYS_LANDING_SMOKE
08 SYS_LANDING_SMOKE_S
09 SYS_CROWN
0A SYS_DASH_SMOKE
0B SYS_DOWN_SMOKE
0C SYS_FLYROLL_SMOKE
0E SYS_ACTION_SMOKE_H
0F SYS_WHIRLWIND_L
10 SYS_WHIRLWIND_R
11 SYS_SMASH_FLASH
12 SYS_SMASH_FLASH_S
13 SYS_DAMAGE_FIRE
14 SYS_DAMAGE_ELEC
15 SYS_SHIELD
16 SYS_SHIELD_SMOKE
17 SYS_SHIELD_DAMAGE
18 SYS_DEAD
19 SYS_BOMB_A
1A SYS_FLAME
1B SYS_RUN_SMOKE
1C SYS_JUMP_SMOKE
1D SYS_TURN_SMOKE
1E SYS_FLASH
1F SYS_JUMP_AERIAL
20 SYS_CLIFF_CATCH
21 SYS_GUARD_MARK
22 SYS_ATK_SMOKE
23 SYS_ERACE_SMOKE
24 SYS_BOMB_B
25 SYS_SPIN_WIND
26 SYS_ACTION_SMOKE_V
27 SYS_SLIP_SPARK
28 SYS_H_SMOKE_A
29 SYS_H_SMOKE_B
2A SYS_V_SMOKE_A
2B SYS_V_SMOKE_B
2C SYS_SCRATCH
2D SYS_PASSIVE
2E SYS_PIYOPIYO
2F SYS_PIYO
30 SYS_SLEEP
31 SYS_DAMAGE_HADOU
32 SYS_STEP_JUMP
33 SYS_SSCOPE_BULLET
34 SYS_BOUND_SMOKE
35 SYS_CATCH
36 SYS_ITEM_GET
37 SYS_RECOVERY
38 SYS_ITEM_ARRIVAL
39 SYS_MBALL
3A SYS_QUAKE
3B SYS_BOMB_C
3C SYS_BOMB_D
3D SYS_FREEZER
3E SYS_KUSUDAMA
3F SYS_HIT_ICE
40 SYS_HIT_ICE_SHOCK
41 SYS_FIREFLOWER
42 SYS_SMOKESCREEN
43 SYS_THUNDER
44 SYS_THUNDER_FLASH
45 SYS_MERIKOMI
46 SYS_SPIN_WIND_S
47 SYS_FINAL_LINE
48 SYS_FINAL_AURA
49 SYS_CLACKER_SHOT
4A SYS_CLACKER_BULLET_S
4B SYS_CLACKER_BULLET_L
4C SYS_CLACKER_BOMB
4D SYS_BOMB_E
4E SYS_SPLASH
4F SYS_RIPPLE
50 SYS_DROWN
51 SYS_HIT_NORMAL_2
52 SYS_DAMAGE_SHIEN
53 SYS_GEKIKARA_AURA
54 SYS_GEKIKARA_FIRE
55 SYS_MATCHLESS
56 SYS_CROWN_COLLISION
57 SYS_S_JUMP
58 SYS_RAYGUN_BULLET
59 SYS_RAYGUN_SHOT
5A SYS_RIPSTICK
5B SYS_STARROD_BULLET
5C SYS_STARROD_SHOT
5D SYS_STARROD_SHIBUKI
5E SYS_DROWN_OUT
5F SYS_SCREW
60 SYS_BOMB_SPARK
61 SYS_HIT_POISON
62 SYS_FLYING_PLATE
63 SYS_BADGE
64 SYS_DEKU
65 SYS_SMARTBOMB
66 SYS_BOX00_BREAK
67 SYS_BOX01_BREAK
68 SYS_BOX02_BREAK
69 SYS_BARREL02_BREAK
6A SYS_DEAD_FLASH
6B SYS_WARPSTAR
6C SYS_PASARAN
6D SYS_DRAGOON_A
6E SYS_DRAGOON_B
6F SYS_DRAGOON_ENTER
70 SYS_DRAGOON_FIRE
71 SYS_DRAGOON_ATTACK
72 SYS_SMASH_BALL
73 SYS_SOCCER
74 SYS_ASSIST
75 SYS_SUPERSTAR
76 SYS_HEART
77 SYS_CD_GET
78 SYS_DRAGOON_FLASH
79 SYS_MISFIRE
7A SYS_ABSORPTION
7B SYS_ASASE_WALK
7C SYS_ASASE_LANDING
7D SYS_SP_FLASH
7E SYS_WARPSTAR_BREAK
7F SYS_JUST_SHIELD
80 SYS_ICE_LANDING
81 SYS_PASARAN_SPARK
82 SYS_CHEWING
83 SYS_SMASHPLATE
84 SYS_SAMUS_CHANGE_FLASH_A
85 SYS_SZERO_ENTRY_FLASH
86 SYS_SZERO_ENTRY_SMOKE
87 SYS_CLING

File #1
01 MARIO_FB
02 MARIO_FB_SHOOT
03 MARIO_FB_BOUND
04 MARIO_S_MANT1
05 MARIO_S_MANT2
06 MARIO_S_JUMP
07 MARIO_PUMP_SHOOT
08 MARIO_PUMP_HIT
09 MARIO_PUMP_FADE
0A MARIO_PUMP
0B MARIO_PUMP_MAX

File #2
01 DONKEY_HEADBAT
02 DONKEY_GIANTPUNCH
03 DONKEY_GIANTPUNCH_MAX
04 DONKEY_GIANTPUNCH_SMOKE
05 DONKEY_HANDSLAP
06 DONKEY_ENTRY

File #3
01 LINK_SWORD
02 LINK_ARROW
03 LINK_ARROW_MAX
04 LINK_BOOMERANG
05 LINK_BOOMERANG_T
06 LINK_KAITEN
07 LINK_KAITEN_S
08 LINK_KAITEN_AIR
09 LINK_KAITEN_AIR_S
0A LINK_BOOMERANG_W
0B LINK_BOOMERANG_H
0C LINK_BOOMERANG_WS
0E LINK_NAVY
0F LINK_ENTRY
10 LINK_BOMB_SPARK

File #4
01 SAMUS_JUMP_JET
02 SAMUS_ATK_BOMB
03 SAMUS_CSHOT_BULLET
04 SAMUS_CSHOT_HOLD
05 SAMUS_CSHOT_SHOT
06 SAMUS_CSHOT_MAX
07 SAMUS_MISSILE_STRAIGHT
08 SAMUS_MISSILE_HOMING
09 SAMUS_MISSILE_SHOT
0A SAMUS_SCREWATTACK
0B SAMUS_APPEAL_S
0C SAMUS_GBEAM


File #5
01 YOSHI_TAMAGO_KAKERA_A
02 YOSHI_TAMAGO_KAKERA_B
03 YOSHI_TAMAGO_KAKERA_C
04 YOSHI_GOROGOROTAMAGO
05 YOSHI_TAMAGONAGE
06 YOSHI_HIPDROP_STAR
07 YOSHI_TAMAGOUMI

File #6
01 KIRBY_ATK100
02 KIRBY_SUIKOMI
03 KIRBY_HAMMER
04 KIRBY_HANMMER_A
05 KIRBY_FCUT_A1
06 KIRBY_FCUT_B1
07 KIRBY_FCUT
08 KIRBY_STONE_S
09 KIRBY_STONE_E
0A KIRBY_FCUT_B2
0B KIRBY_FCUT_B3
0C KIRBY_FCUT_B4
0D KIRBY_STAR
0E KIRBY_FCUT_A2

File #7
01 FOX_ILLUSION_START
02 FOX_ILLUSION_M
03 FOX_ILLUSION_P
04 FOX_ILLUSION_END
05 FOX_REF_FLASH
06 FOX_REF_START
07 FOX_REF_LOOP
08 FOX_FIREFOX_START
09 FOX_FIREFOX
0A FOX_BLASTER_BULLET
0B FOX_BLASTER_SHOT
0C FOX_REF_REF
0D FOX_APPEAL_S

File #8
01 PIKACHU_ATK_S41
02 PIKACHU_ATK_S42
03 PIKACHU_DENGEKI
04 PIKACHU_DENGEKI_BOUND
05 PIKACHU_DENGEKI_LOOP
06 PIKACHU_KAMINARI_HIT
07 PIKACHU_KAMINARI_GR
08 PIKACHU_KAMINARI_START
09 PIKACHU_KAMINARI_END
0A PIKACHU_KAMINARI_CLOUD
0B PIKACHU_ZUTSUKI_HOLD
0C PIKACHU_ZUTSUKI_BOMB
0D PIKACHU_ZUTSUKI_SMOKE

File #9
01 LUIGI_FB
02 LUIGI_FB_SHOOT
03 LUIGI_FB_BOUND
04 LUIGI_ROCKET
05 LUIGI_CYCLONE

File #A
01 CAPTAIN_FP
02 CAPTAIN_FP_HOLD
03 CAPTAIN_FN_H_FIRE
04 CAPTAIN_FN
05 CAPTAIN_FN_AIR
06 CAPTAIN_FK_FLASH
07 CAPTAIN_FK
08 CAPTAIN_FP_FLASH
09 CAPTAIN_ENTRY
0A CAPTAIN_APPEAL_HI

File #B
01 NESS_PSI_ATK
02 NESS_PKT_BULLET
03 NESS_PKT_TAIL_A
04 NESS_PKT_TAIL_B
05 NESS_PKT_HOLD
06 NESS_PKT_ATTACK
07 NESS_PKFI_BULLET
08 NESS_PKFI_BOMB
09 NESS_PKFL_BULLET
0A NESS_PKFL_BULLET_ED
0B NESS_PKFL_BOMB
0C NESS_PSIMAGNET
0D NESS_ENTRY

File #C
01 KOOPA_BREATH
02 KOOPA_BREATH_M_FIRE
03 KOOPA_SHELL
04 KOOPA_DROP
05 KOOPA_WAIT_BREATH
06 KOOPA_GK_FREEZE
07 KOOPA_GK_SHIEN
08 KOOPA_GK_SMOKE
09 KOOPA_APPEAL_S
0A KOOPA_ENTRY
0B KOOPA_CHANGE_FLASH_A
0C KOOPA_CHANGE_FLASH_B
0D KOOPA_CHANGE_START_A
0E KOOPA_CHANGE_STRAT_B

File #D
01 PEACH_BOMBER
02 PEACH_KINOPIO_HIT
03 PEACH_KINOPIO_BULLET
04 PEACH_HIKKONUKI
05 PEACH_ENTRY
06 PEACH_ATTACK_HI3
07 PEACH_APPEAL_S

File #E
01 ZELDA_ATK_A
02 ZELDA_ATK_B
03 ZELDA_ATK_HI4_A
04 ZELDA_ATK_HI4_B
05 ZELDA_ATK_S4
06 ZELDA_FLOR_START
07 ZELDA_FLOR_END
08 ZELDA_NAYRU
09 ZELDA_NAYRU_FLASH
0A ZELDA_DIN_START
0B ZELDA_DIN_TAMA
0C ZELDA_DIN_BOMB
0D ZELDA_CHANGE_START
0E ZELDA_CHANGE_END
0F ZELDA_SHIKOMIBARI
10 ZELDA_FUSHIN_START
11 ZELDA_FUSHIN_END
12 ZELDA_ENTRY
13 ZELDA_CHANGE_FLASH_A
14 ZELDA_CHANGE_FLASH_B

File #?
01 POPO_ICESHOT_SMASH
02 POPO_ICESHOT_APPEAR
03 POPO_ICESHOT_COLD_A
04 POPO_ICESHOT_COLD_B
05 POPO_GOMJUMP
06 POPO_BLIZZERD_SHOOT
07 POPO_BLIZZERD_BULLET
08 POPO_THAMMER

File #?
01 MARTH_SWORD
02 MARTH_S_BREAKER
03 MARTH_COUNTER
04 MARTH_ENTRY

File #?
01 FALCO_VISION_START
02 FALCO_VISION_M
03 FALCO_VISION_P
04 FALCO_VISION_END
05 FALCO_REF_FLASH
06 FALCO_REF_START
07 FALCO_REF_LOOP
08 FALCO_FIREBIRD_START
09 FALCO_FIREBIRD
0A FALCO_BLASTER_BULLET
0B FALCO_BLASTER_SHOT
0C FALCO_REF_REF

File #15
01 GANON_MAJINKEN
02 GANON_MAJINKEN_HOLD
03 GANON_MAJINKEN_FLASH
04 GANON_REKKIKYAKU
05 GANON_ENGOKUA_FLASH
06 GANON_ENGOKUA_G
07 GANON_ENGOKUA_A
08 GANON_ENGOKUA
09 GANON_ENTRY
0A GANON_ENTRY_AURA
0B GANON_APPEAL_S

File #16
01 WARIO_PPE_S
02 WARIO_PPE_M
03 WARIO_PPE_L
04 WARIO_PPE_L_2
05 WARIO_PPE_FLY
06 WARIO_PPE_FLY_2
07 WARIO_KAMITSUKI_OPEN
08 WARIO_KAMITSUKI_BOMB
09 WARIO_KAMITSUKI_BITE
0A WARIO_CORKSCREW
0B WARIO_BIKE_SMOKE
0C WARIO_BIKE_BREAK
0D WARIO_KAMITSUKI_END
0E WARIO_BIKE_SMOKE_S 
0F WARIO_02
10 WARIO_03
11 WARIO_04
12 WARIO_05
13 WARIO_06
14 WARIO_07
15 WARIO_CHANGE_FLASH_A
16 WARIO_CHANGE_FLASH_B

File #17
01 META_K_ATK100
02 META_K_ATKS3S1
03 META_K_ATKS3S2
04 META_K_ATKS3S3
05 META_K_ATKS4S
06 META_K_ATK_HI4
07 META_K_ATK_LW4
08 META_K_ATK_AIR_B
09 META_K_ATK_AIR_F
0A META_K_ATK_AIR_HI
0B META_K_ATK_AIR_LW
0C META_K_DOWN_ATK
0D META_K_SWORD
0E META_K_DOWN_ATK_D
0F META_K_CLIFF_ATK_Q
10 META_K_CLIFF_ATK_S
11 META_K_GLIDE_ATK
12 META_K_SLIP_ATK
13 META_K_THROW_B
14 META_TORNADO
15 META_DRILL
16 META_MANTLE_START
17 META_MANTLE_END
18 META_SHUTTLELOOP
19 META_DM_ATTACK
1A META_DM_ATTACK_AIR
1B META_DM_ATTACK_F
1C META_DM_ATTACK_B

File #18
01 PIT_SWORD
02 PIT_ATK_AIR_N
03 PIT_ATK_AIR_HI
04 PIT_ATK100
05 PIT_FEATHER
06 PIT_PA_HOLD_ARROW
07 PIT_PA_HOLD_BOW
08 PIT_PA_FLY_ARROW
09 PIT_PA_STICK_ARROW
0A PIT_IKAROS_GOKOU
0B PIT_IKAROS_FLARE
0C PIT_IKAROS_WING_FLARE
0D PIT_PA_FLY_ARROW_FLASH
0E PIT_ANGERING
0F PIT_KAGAMI
10 PIT_KAGAMI_REF
11 PIT_ANGERING_START
12 PIT_ANGERING_END
13 PIT_ENTRY

File #19
01 SZERO_ATK_LW4
02 SZERO_MUZZULE
03 SZERO_BULLET_S
04 SZERO_BULLET_L
05 SZERO_PL_HOLD
06 SZERO_PL_SHOT
07 SZERO_PL_HIT
08 SZERO_ATK_AIRN
09 SZERO_WHIP_A
0A SZERO_WHIP_B
0B SZERO_ATK_S4S
0C SZERO_PWHIP
0D SZERO_ENTRY_FLASH
0E SZERO_ENTRY_SMOKE
0F SZERO_ENTRY_END

File #?
01 PIKMIN_SEIRETSU
02 PIKMIN_HIKKONUKI
03 PIKMIN_ORDER
04 PIKMIN_DEAD_RED
05 PIKMIN_DEAD_BLUE
06 PIKMIN_DEAD_YELLOW
07 PIKMIN_DEAD_WHITE
08 PIKMIN_DEAD_PURPLE
09 PIKMIN_HIT_RED
0A PIKMIN_HIT_BLUE
0B PIKMIN_HIT_YELLOW
0C PIKMIN_HIT_WHITE
0D PIKMIN_HIT_PURPLE
0E PIKMIN_ANTENNA
0F PIKMIN_ANTENNA_01
10 PIKMIN_ANTENNA_02
11 PIKMIN_ANTENNA_03
12 PIKMIN_ANTENNA_04
13 PIKMIN_ANTENNA_05
14 PIKMIN_ANTENNA_06

File #?
01 LUCAS_HOLD
02 LUCAS_PSI_ATK
03 LUCAS_ATK_LW4
04 LUCAS_ATK_HI4
05 LUCAS_PKT_BULLET
06 LUCAS_PKT_TAIL_A
07 LUCAS_PKT_TAIL_B
08 LUCAS_PKT_HOLD
09 LUCAS_PKT_ATTACK
0A LUCAS_PKFI_BULLET
0B LUCAS_PKFI_BOMB
0C LUCAS_PKFR_BULLET
0D LUCAS_PKFR_BULLET_ED
0E LUCAS_PKFR_BOMB
0F LUCAS_PSIMAGNET

File #?
01 DIDDY_ATTACKLW3
02 DIDDY_BJET
03 DIDDY_POPGUN
04 DIDDY_POPGUN_BREAK
05 DIDDY_MFLIP_CHOP
06 DIDDY_POPGUN_BREAK_A
07 DIDDY_POPGUN_BREAK_B
08 DIDDY_ENTRY

File #?
01 POKETRAINER_CHANGE_THROW
02 POKETRAINER_CHANGE_CATCH
03 POKETRAINER_CHANGE_IN
04 POKETRAINER_CHANGE_OUT
05 POKETRAINER_CHANGE_MBALL
06 POKETRAINER_CHANGE_RETURN

File #?
01 POKELIZARDON_TAIL_FIRE
02 POKELIZARDON_ATK_FIRE
03 POKELIZARDON_ATK_HI3
04 POKELIZARDON_MOUTH_FIRE
05 POKELIZARDON_STANDBY_FIRE
06 POKELIZARDON_KAENHOUSYA
07 POKELIZARDON_IWAKUDAKI
08 POKELIZARDON_SORAWOTOBU
09 POKELIZARDON_ATK_LW4
0A POKELIZARDON_ATK_AIRF

File #?
01 POKEZENIGAME_ATK_HI4
02 POKEZENIGAME_ATK_WATER_A
03 POKEZENIGAME_ATK_WATER_B
04 POKEZENIGAME_TAKINOBORI
05 POKEZENIGAME_TAKINOBORI_END
06 POKEZENIGAME_MIZUTEPPO_SHOOT
07 POKEZENIGAME_MIZUTEPPO_LIGHT
08 POKEZENIGAME_MIZUTEPPO_FADE
09 POKEZENIGAME_MIZUTEPPO_HIT
0A POKEZENIGAME_MIZUTEPPO
0B POKEZENIGAME_KARANIKOMORU
0C POKEZENIGAME_MIZUTEPPO_MAX

File #?
01 POKEFUSHIGISOU_ATK_HI4
02 POKEFUSHIGISOU_ATK_AIR_HI
03 POKEFUSHIGISOU_ATK_AIR_LW
04 POKEFUSHIGISOU_LEAF
05 POKEFUSHIGISOU_ATK11
06 POKEFUSHIGISOU_ATK12
07 POKEFUSHIGISOU_ATK100
08 POKEFUSHIGISOU_ATKS3S
09 POKEFUSHIGISOU_TANEMG
0A POKEFUSHIGISOU_TANEMG_TAMA
0B POKEFUSHIGISOU_TANEMG_HIT
0C POKEFUSHIGISOU_H_CUTTER
0D POKEFUSHIGISOU_TMUCHI_TRACE
0E POKEFUSHIGISOU_TMUCHI_FLASH
0F POKEFUSHIGISOU_H_CUTTER_HA

File #?
01 DEDEDE_HAMMER
02 DEDEDE_HAMMER_SPIN
03 DEDEDE_JETHAMMER_HOLD
04 DEDEDE_JETHAMMER_HOLD_MAX
05 DEDEDE_JETHAMMER
06 DEDEDE_JETHAMMER_MAX
07 DEDEDE_SUPERJUMP_RISE
08 DEDEDE_SUPERJUMP_STAR
09 DEDEDE_SUIKOMI
0A DEDEDE_WAD_DEAD
0B DEDEDE_WAD_THUNDER
0C DEDEDE_JETHAMMER_HOLD2
0D DEDEDE_JETHAMMER_HOLD_MAX2
0E DEDEDE_JETHAMMER2
0F DEDEDE_JETHAMMER_MAX2

File #22
01 LUCARIO_HADOU
02 LUCARIO_BFLASH_L
03 LUCARIO_BFLASH_R
04 LUCARIO_HATTACK_A
05 LUCARIO_HATTACK_B
06 LUCARIO_HATTACK_C
07 LUCARIO_HADOUDAN
08 LUCARIO_HADOUDAN_MAX_L
09 LUCARIO_HADOUDAN_MAX_R
0A LUCARIO_SINSOKU
0B LUCARIO_HAKKEI_NEAR
0C LUCARIO_HAKKEI_FAR
0D LUCARIO_KAGEBUNSHIN
0E LUCARIO_KAGEBUNSHIN_SPLIT
0F LUCARIO_KAGEBUNSHIN_APPEAR
10 LUCARIO_HADOUDAN_TAIL
11 LUCARIO_AURA
12 LUCARIO_HAKKEI

File #?
01 IKE_SWORD
02 IKE_HUNKA_HOLD
03 IKE_HUNKA
04 IKE_HUNKA_MAX
05 IKE_IAIGIRI
06 IKE_COUNTER
07 IKE_ENTRY
08 IKE_APPEAL_LW
09 IKE_HUNKA_SPIN

File #?
01 ROBOT_FOOTMARK
02 ROBOT_NOZZLE_LOOP
03 ROBOT_NOZZLE_END
04 ROBOT_JUMP_JET
05 ROBOT_ATK_JET
06 ROBOT_ATK_N_JET
07 ROBOT_ATK_LW_JET
08 ROBOT_EYE_FLASH
09 ROBOT_ATTACK_S4S
0A ROBOT_ROBOBURNER
0B ROBOT_ROBOBEAM
0C ROBOT_LAMP_S
0D ROBOT_LAMP_M
0E ROBOT_LAMP_L
0F FINROBOT_MAIN
10 FINROBOT_ENDFINROBOT_MAIN2
11 FINROBOT_MAIN3
12 ROBOT_ARMSPINROBOT_ARMSPIN_01
13 ROBOT_ARMSPIN_02
14 ROBOT_ARMSPIN_03
15 ROBOT_ARMSPIN_04
16 ROBOT_ARMSPIN_05
17 ROBOT_ARMSPIN_06

File #26
01 PURIN_UTAU
02 PURIN_KOROGARU
03 PURIN_APPEAL_LW

File #?
01 TOONLINK_SWORD
02 TOONLINK_ARROW_MAX
03 TOONLINK_BOOMERANG
04 TOONLINK_BOOMERANG_T
05 TOONLINK_KAITEN_S
06 TOONLINK_KAITEN_AIR_S
07 TOONLINK_BOMB
08 TOONLINK_BOMB_SPARK
09 TOONLINK_ENTRY

File #?
01 WOLF_REF_FLASH
02 WOLF_REF_START
03 WOLF_REF_LOOP
04 WOLF_BLASTER_BULLET
05 WOLF_BLASTER_SHOT
06 WOLF_REF_REF
07 WOLF_SCRATCH
08 WOLF_SLASH
09 WOLF_SHOOT

File #?
01 SNAKE_ATK_S4S
02 SNAKE_ATK_HI4
03 SNAKE_MORTER_SMOKE
04 SNAKE_ATK_LW4_S
05 SNAKE_ATK_LW4_H
06 SNAKE_ATK_LW4
07 SNAKE_ATK_LW4_BOMB
08 SNAKE_MISSILE_SMOKE
09 SNAKE_REMOTE_MISSILE
0A SNAKE_CYPHER
0B SNAKE_C4
0C SNAKE_ENTRY
0D SNAKE_ENTRY_THUNDER
0E SNAKE_R1
0F SNAKE_R2
10 SNAKE_R3
11 SNAKE_R4
12 SNAKE_R5

File #?
01 SONIC_SPINWIND
02 SONIC_PUNCHTRACE
03 SONIC_ATK_LW
04 SONIC_SPINTRACE
05 SONIC_SPINWIND_L
06 SONIC_SPINTRACE_L
07 SONIC_IDLING
08 SONIC_HOMINGTRACE
09 SONIC_GIMMCKJUMP
0A SONIC_RUNTRACE
0B SONIC_RUNTRACE_01
0C SONIC_RUNTRACE_02
0D SONIC_RUNTRACE_03
0E SONIC_RUNTRACE_04
0F SONIC_RUNTRACE_05
And a user described version of the universal GFX list (may be more or less clear than the official names):

Code:
Value / Effect
1 Generic Hit 1
2 Generic Hit 2
3 Fire Hit
4 Lightning Hit
5 Slash Hit
6 Slash Wave Hit
7 Heavy Landing
8 Light Landing
9 Flash
A Wind
B Flat Circle Smoke
C Spherical Smoke
D Normal Dash Smoke
E Normal Jump Type Smoke
F Lower Part of a Starting Smoke Tornado
10 Shine
11 Light Flash
12 Small Explosion w/ Smoke
13 Lightning (1) (2)
14 Huge Shield (L,R Shield)
15 Small Dust
16 Shield (When you shield at perfect timing)
17 Red SHOOPDAWOOP (kinda)
18 explosion
19 Small Fire Explosion with Smoke
1A White Dash Smoke
1B Small Falling Smoke
1C Big White Dash Smoke
1D White Blast with Orange-Yellow Circle Around It
1E Three White Circles and One Big White Circle Around the Three Smaller Ones
1F Green to Blue Sphere
20 Small blue bubble that pops (1)
21 Dust (1)
22 White Smoke (1)
23 Medium Size Fire Explosion with Smoke (1)
24 Normal Jump Graphic
25 Cooler Jump Style Graphic (1)
26 Sparks (1)
27 Medium dust blast (1)
28 Very Big dust blast (1)
29 Big dust blast
2A White Explosion thing
2B Small Lightning Effect
2C Small Red Vortex Thing
2D Small Orange Dots that make a diamond
2E Small Dot Thing
2F Bubbles
30 Lucario like aura effect
31 Light Line
32 Bright Yellow Orb
33 Smoke
34 Cool vortex Circle Thing
35 Circular Flash
36 Stars (healing visuals)
37 Kirby Star (the effect when you destroy star box in dreamland stage)
38 Pokeball effect (the effect when they are about to come out the ball)
39 Rockslide effect?
3A fire Explosion
3B Better fire explosion
3C Ice Shattering
3D Partyball Confetti
3E Iceberg (When a character gets frozen)
3F Snowflake
40 Frost Smoke
41 Fire explosion (non smoke)
42 Smokeball smoke (changes color too)
43 Circular Lightning
44 Thunder Striking Down
45 Mud (When you get grounded) (dig)
46 Spinning Flat Circle thing
47 Animated Circle type thing (like an unfinished portal you can jump through)
48 Animated Sphere that changes color
49 Flash Fire Flare
4A Dark Circle with flames flowing off
4B Dust Smoke Cloud things
4C Red then Blue Fireworks
4D Bomb-omb explosion
4E Water splash
4F Water
50 Water splash
51 Purple Burst
52 Dark Orb
53 Fire Sun (permanent)
54 Flame Orb
55 Stars (permanent)
56 Blue wave Flash
57 Huge coin
58 Green Laser
59 Green thruster
5A More Stars
5B Kirby Warp star
5C A Lot of Yellow Stars
5D A lot of Small White Stars
5E Infinite loop of bubbles
5F Spinning Circle thing with Lightning on the edges
60 Small Jagged Red Ball With Fire Coming From the Top (Permanent)
61 Shadow Smoke
62 Respawn Platform
63 Small Yellow Sparkles (Permanent)
64 Dark Red Explosion
65 Smart Bomb Grahpic
66 Lots of Wooden Planks
67 Glass Shatter and Green Lines
68 Confetti and Weird White Symbols (Red Blast in Middle)
69 Confetti and Weird White Symbols (Green Blast in Middle)
6A Awesome Ice Effect (Only works one time, Second Use and After is a White Blast)
6B White Sparkles, then a Bunch of Kirby Stars (Permanent Kirby Stars)
6C Circle of Red Sparks (Permanent)
6D Two Red Circles with Lightning Inside
6E Red Circle with Lightning Inside
6F Oval-esque Light (Green|White|Light Blue) Then Fades to the Left
70 Huge Vertical Ring of Fire
71 Oval-esque Light (Colors Change From Top to Bottom, From Light Blue to Green)
72 Small Glass Shatter
73 Red Ball of Fire
74 White Lines that Form a Cone (Small Part at Bottom) and Green Flakes Appear Halfway Through the Grahpic
75 Circle of Sparkles (Permanent)
76 Random Red Sparkles (Permanent)
77 White Circle Expanding Outwards with a Few Sparkles and Music Notes
78 Random White Sparkles
79 Small White Puff of Smoke
7A White Sphere then Shadow Sphere Inside
7B Circular Splash of Water
7C Big Water Splash That Goes Outward and Up
7D Small White Blast
7E White Sparkles and Kirby Starts (Not Permanent)
7F Big White Circle That Goes Outward, Then Inside of that Another White Circle Appears
80 Glass Shatter
81 Big Electric Blast
82 Small White flashing circle within Big Red flashing circle
83 Permanent Sparkles
84 Permanent (Really Bright) White Ball of Energy
85 Small Red Lightning
86 Cloud of Dust
87 Green Ball of Energy

List by Segab, cookieM0Nster, just2good (lots by him), Kevinrus778 (lots by him too)
Youtube video of (almost) all universal GFX by LordNOaH: http://www.youtube.com/watch?v=DcfpKYOANgU


Article list
*Warning: May contain errors*

Code:
Mario:
00 Cape 
01 Fireball
02 Fludd
03 CRASHES GAME
 
Luigi:
00 Fireball
01 CRASHES GAME
 
Zerosuit:
01 Stun Shot (B)
02 Whip (looks like a lightsaber)
03 CRASHES GAME
 
Lucas:
00 Pk Freeze
01 Pk Fire
02 Pk Thunder (IF USED TWICE THE GAME WILL CRASH, DO NOT USE THIS)
03 I dont even know, all I know is that it does 20 damage to your opponent.  
04 Snake 
 
Marth:
NONE
 
MK:
NONE
 
Ness:
00 Pk Blast
01 Pk Fire
02 Pk Thunder (IF USED TWICE THE GAME WILL CRASH, DO NOT USE THIS)
03 I dont even know, all I know is that it does 20 damage to your opponent. 
04 Yo Yo String
05 Yo Yo
 
Olimar:
00 Pikmin (THE GAME WILL PROBABLY CRASH IF YOU GET MORE THEN 6)
01 CRASHES GAME
 
Peach:
00 Umbrella
01 Toad (Exploitable much)
02 Vegetable
 
Pikachu:
00 Thunderbolt
01 Lighting (B DOWN)
02 Final Smash Aura WARNING, The screen will shake around and this is irreversible until pikachu dies.
 
Pit:
00 Bow
01 Arrow
02 CRASHES GAME
 
Lucario:
00 Aura Ball (B)
01 Aura Attack (B Over)
 
Link:
00 Arrow
01 Bow
02 Boomerang
03/04 Hookshot
05 Navi (Sticks on your hand until you side taunt)
06 Bomb
 
Kirby:
00 Hammer (SIDE B)
01 Cutter (UP B)
03 Stone (DOWN B) 
05/06/07/08 Cook Kirby CRASHES GAME
D Suction (B)
E Star (B, spit out instead of swallowed)
 
Zelda:
00 Fireball (LEFT/RIGHT B)
01 CRASHES GAME
02 CRASHES GAME
03 Bow
 
Diddy Kong:
00 Peanut
02 Rocket Barrel (Final Smash)
 
DK:
00 Congas Barrels (they do nothing, I don't know why the game doesnt crash honestly)
 
Captain Falcon:
None
 
Fox:
01 Blaster Shot
00 Gun
02 Fox Illusion (Left/Right B)
03 CRASHES GAME
 
Ganondorf
00 CRASHES GAME
01 CRASHES GAME
06 Sword (I can not confirm this, if it is not please post)
 
Game & Watch:
 
includes A LOT of stuff.

I think that the object depends on what value Basic Variable 69 has.

00 Pump
01 Manhole
02 Torch
03 Fish bowl w/ fish
04 Trumpet
05 Turtle
06 Turtle, Trumpet, and a lot of other stuff.
 
Ike:
00 A Sword? Doesn't do anything.
01 A Sword? Doesn't do anything
02 A Sword? Doesn't do anything
 
Ivysaur:
Corrupt .pac file.
 
Jigglypuff:
00 CRASHES GAME
 
Ice Climbers:
00 Icy Wind (B DOWN)
01 Ice (B)
02 CRASHES GAME
03 Rope (UP B)
 
R.O.B.:
00 Gyro Stand
01 Laser Shot (LEFT/RIGHT B)
02 Gyro
03 FINAL SMASH
 
King Dedede:
Corrupt .pac file.
 
Yoshi:
00 Star (DOWN B)
01 Egg (UP B)
02 Wings (Final Smash) (Kept Until you use final smash)
03 Invisible Small Fireball
04 Invisible Big Fireball
 
Wolf:
01 Blaster Shot
00 Gun
03 CRASHES GAME
 
Wario:
00 Bike (IF YOU USE SIDE B AFTER THE GAME CRASHES)
01 CRASHES GAME
 
Toon Link:
00 Arrow
01 Bow
02 Boomerang
03 Wand (taunt)
04/05 Hookshot
06 Bomb 
 
Squirtle:
Corrupt .pac file.
 
Samus:
00 Power Shot (B) (Just stays on your gun barrel, I don't see the point...?)
01 Bomb (DOWN B) GAME CRASHES WHEN SPAMMING A BUNCH OF THESE, DO NOT USE THESE!
02 Missle (SIDE B) Sticks to your barrel FOREVER, even if you die, prevents you from using side b.
 
Shiek:
00 Ninja Darts (b)
01 Ninja Darts in hand
02 Smoke (Before and After B UP)
03 Chain (Grab, comes out as a big sword)
04 CRASHES GAME
05 Bow
 
Snake: 
00 Land Mine (Down Smash)
01 Missle Silo Thing (Up Smash)
02 Rocket Launcher (Side Smash)
03 Cypher
04 C4
06 Remote Control Missle (Side B)
A Missle Launcher (Final Smash)
B Missle Shot (Final Smash)
D Grenade


Sonic:
00 Spring
01 CRASHES GAME
 
Falco:
01 Blaster Shot
00 Gun
03 CRASHES GAME
04 ?
05 ?
 
Bowser:
00 Fire (does nothing though)
 
Charizard:
Corrupt .pac file.
Original thread: http://kittycorp.freecp.net/index.php?topic=1163.msg9480#msg9480
List is incomplete. Corrections and contributions will be posted below for now, and the lists will be combined at a later date when data has been verified.

Code:
Snake: 
http://www.smashboards.com/showpost.php?p=8237881&postcount=33
1=mortar
2=f-smash bazooka thing
3=cypher
4=C4
5=C4 Activator
6=Nikita Launcher
7=FREEZE (possibly nikita missile)
8=see above
9=Nothing? (the item is too small to see or in an odd place)
A=FREEZE
B=Possibly grenade part (i dont know much about grenades so I don't know what it's called)
C=Grenade Pin
D=Grenade (always generates in middle of stage)
E=Box
F=Nothing?

Game&Watch:
http://www.smashboards.com/showpost.php?p=8250392&postcount=64
01 - Trampoline
02 - Parachute
06 - Octopus
05 - Depends on Basic RA Variable[69] (Same values as what you have, only no #6)
Comment by poster: I'm guessing it was made this way because each article needs it's own command to remove it. It makes it much easier to group 5 props into one article, since G&W so many of them.

[quote=".Fade, post: 9084075"]Random edit for the article list. If you use the Generate Article command, these are the correct values.

Sheik Articles:
0 - Thrown Needles
1 - Needles in Hand
2 - Chain
3 - Up-B Explosion
4 - FS Bow
5 - FS Arrow

I'm positive the thrown needles, hand needles and the Chain don't freeze, but I haven't checked the others. Just a note.[/QUOTE]
Button IDs

I'm also adding a list of button IDs for the "If: Button Pressed" command. List by kdr4485.

Code:
00 = normal attack button (A by default)
01 = special attack button (B by default)
02 = jump button (X, Y and Up by default)
03 = shield button (L, R and Z by default)
04 = R, L, Z
05 = Unknown (Couldn't trigger this one)
06 = Dpad UP
07 = Dpad DOWN
08 = Dpad RIGHT, Dpad LEFT
09 = Dpad LEFT
0A = Dpad RIGHT
0B = B, X, Dpad RIGHT, Dpad LEFT
0C = Y, X , Dpad UP, Dpad RIGHT
0D = B, Y, X , Dpad UP, Dpad RIGHT, Dpad LEFT
0E = A+B (Both pressed together)
0F = C-Stick (Any Direction)
10 = With a value of "10," the IF statement triggered everytime, regardless of inputting any button...or not pressing anything at all.
11 = Unknown (Couldn't trigger this one)
12 = Unknown (Couldn't trigger this one)
List probably incomplete.


SFX

A rudimentary SFX list provided by Eldiran.

Thought I'd post this here. I'm kind of info dumping after all the stuff I gathered making Wisp.

The first number is in hex, and is the value used in PSA. The number in parentheses is the number of the sound effect in the Brawl Sound Test, under Fighter Common.

There's also an approximation of the kind of sound it is.
Code:
BD (136) = chk.
BC (135) = looong low splash.
(121) = long blast
A9 (117) = windy blast2
A8 (116) = windy blast
88 != (84)
(71) longerer electric shock
7A (70) = longer electric shock
79 (69) = short electric shock
77 (67) = PSI style longerer 'lectric shock
76 (66) = PSI style longer electric shock
75 (65) = PSI style short electric shock
73 (63) = low muffled whoosh
71 (61) = low, slower airwhoosh
70 (60) = low, quick airwhoosh
6f (59) = lower airy whip
6e (58) = low airy whip
6d (57) = high airy whip
6c (56) = higher airy whip
6b (55) = higherer airy whip
6a (54) = light airy whoosh
69 (53) = gun cocking sound (smash charge)
(44) thunk!
(45) thunk.
58 (43) = ding! star death
(41) = looooong burning
51 (40) = low long explosion
50 (39) = brief blast/explosion
4E (37) = low explosion, burning
4D (36) = low explosion fire
4C (35) = burning
4B (34) = quick gout of fire
52 = long low thunder
47 (33) = death explosion
44 (30) = sailing, wind (from being sent flying)
48 = doesn't work?
43 = slice
3D (23) = blast
3A (20) = swing
23 = click
Obviously not complete.


Item ID list

Code:
00 Assist Trophy
01 Franklin Badge
02 Banana Peel
03 Barrel
04 Beam Sword
05 Bill (?)
06 Bob-Omb
07 Crate
08 Bumper
09 Capsule
0A Rolling Crate
0B CD
0C Sticky Bomb
0D Cracker Launcher
0E Cracker Launcher Shot
0F Coin
10 Superspicy Curry
11 Superspice Curry Shot
12 Deku Nut
13 Mr. Saturn
14 Dragoon Parts
15 Dragoon Set
16 Dragoon Sight
17 Trophy
18 Fire Flower
19 Fire Flower Shot
1A Freezie
1B Golden Hammer
1C Green Shell
1D Hammer
1E Hammer Head
1F Fan
20 Heart Container
21 Homerun Bat
22 Party Ball
23 Manaphy Heart
24 Maxim Tomato
25 Poison Mushroom
26 Super Mushroom
27 Metal Box
28 Hot Head
29 Pitfall
2A Pokeball
2B Explosive Box
2C Ray Gun
2D Ray Gun Shot
2E Lipstick
2F Lipstick Flower
30 Lipstick Shot (Dust/Powder)
31 Sandbag
32 Screw Attack
33 Sticker
34 Motion-Sensor Bomb
35 Timer
36 Smart Bomb
37 Smash Ball
38 Smoke Screen
39 Spring
3A Star Rod
3B Star Rod Shot
3C Soccer Ball
3D Superscope
3E Superscope shot
3F Star
40 Food
41 Team Healer
42 Lightning
43 Unira
44 Bunny Hood
45 Warpstar

NON-STANDARD ITEMS (must be loaded by respective character/stage)
46 Adventure Trophy
47 Key
48 Smash Plate
49 Stock Item
4A Apple
4B mbclab
4C mbshell
4D pellet
4E vegetable
4F Sandbag (HRC)
50 Aroaros
51 Koopa
52 Koopa
53 Snake's Box
54 Diddy's Peanut
55 Link's Bomb
56 Peach's Turnup
57 R.O.B.'s Gyro
58 Seed
59 Snake's Grenade
5A Samus' Armor piece
5B Toon Link's Bomb
5C Wario's Bike
5D Wario's Bike A
5E Wario's Bike B
5F Wario's Bike C
60 Wario's Bike D
61 Wario's Bike E
POKEMON
62 Torchic
63 Cerebi
64 Chickorita
65 Chickorita's Shot
66 Entei
67 Moltres
68 Munchlax
69 Deoxys
6A Groudon
6B Gulpin
6C Staryu
6D Staryu's Shot
6E Ho-oh
6F Ho-oh's Shot
70 Jirachi
71 Snorlax
72 Bellossom
73 Kyogre
74 Kyogre's Shot
75 Latias/Latios
76 Lugia
77 Lugia's Shot
78 Manaphy
79 Weavile
7A Electrode
7B Metagross
7C Mew
7D Meowth
7E Meowth's Shot
7F Piplup
80 Togepi
81 Goldeen
82 Gardevoir
83 Wobuffet
84 Suicune
85 Bonsly
ASSIST TROPHIES
86 Andross
87 Andross Shot
88 Barbara
89 Gray Fox
8A Ray MKII (Custom Robo)
8B Ray MKII Bomb
8C Ray MKII Gun Shot
8D Samurai Goroh
8E Devil
8F Excitebike
90 Jeff Andonuts
91 Jeff Pencil Bullet
92 Jeff Pencil Rocket
93 Lakitu
94 Knuckle Joe
95 Knuckle Joe Shot
96 Hammer Bro.
97 Hammer Bro. Hammer
98 Helirin
99 Kat & Ana
9A Ana
9B Jill & Drill Dozer
9C Lyn
9D Little Mac
9E Metroid
9F Nintendog
A0 NintendogFull
A1 Mr. Resetti
A2 Isaac
A3 Isaac Shot
A4 Saki Amamiya
A5 Saki Shot 1
A6 Saki Shot 2
A7 Shadow the Hedgehog
A8 Infantry
A9 Infantry Shot
AA Stafy
AB Tank (+Infantry)
AC Tank Shot
AD Tingle
AE togezo (?)
AF Waluigi
B0 Dr. Wright
B1 Wright Buildings
And for sake of completion, here's a link to a list of Action IDs (still somewhat incomplete): http://www.smashboards.com/showthread.php?t=239768[/collapse]
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Sweet, nice work!

I can tell you 52 is AttackS3S2, 53 is AttackS3S3, and 59 is AttackS4S2.

Also, 1B through 1F is JumpAerialF, and then JumpAerialF2 - 5, I think. At least that's what it is for Jigglypuff.

EDIT: By the way, this reminds me, who knows what the heck the "Step" subactions are?
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Sweet, nice work!

I can tell you 52 is AttackS3S2, 53 is AttackS3S3, and 59 is AttackS4S2.
Ah. Right. Metaknight. That's who the other ftilt animations belong to. And I guess link and TL take the missing fsmash subaction.

Also, 1B through 1F is JumpAerialF, and then JumpAerialF2 - 5, I think. At least that's what it is for Jigglypuff.
Yeah. I was just checking this, myself, actually, before I saw your post.

EDIT: By the way, this reminds me, who knows what the heck the "Step" subactions are?
Pretty sure those are footstool animations.

edit: And the 39-3E section is probably glide. Lemme quick get that.

edit2: OP updated with glide subactions.

edit3: 0C4 is wallclinging. Added.
 

ThatGuyYouMightKnow

Smash Champion
Joined
May 12, 2008
Messages
2,373
Location
Baltimore, MD
Now if we could just combine this with all the GFXs and Articles, we'd have a sticky worthy thread.

EDIT: Are those two of the same values I see?
015 JumpF
015 JumpF
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
Now if we could just combine this with all the GFXs and Articles, we'd have a sticky worthy thread.

EDIT: Are those two of the same values I see?
015 JumpF
015 JumpF
I made a thread with all that stuff a few pages back. you can take them and put them here if you would like, leaf.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Now if we could just combine this with all the GFXs and Articles, we'd have a sticky worthy thread.
I know someone already got all the articles. I guess I could ask them if I could include their data in this thread. As for GFX, I think someone was working on that, but I don't know who.

EDIT: Are those two of the same values I see?
015 JumpF
015 JumpF
No. I don't know what you're talking about =p

I forgot to change the second one to 016 when I c/p'd the line

edit:
@cookieM0Nster: Ah, cool. I'll do that. Thanks. Of course I'll give you credit.

edit2: Magus just told me that 003 and 004 are Wait4 and Wait5 (peach has them). That makes this list complete!
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
I know someone already got all the articles. I guess I could ask them if I could include their data in this thread. As for GFX, I think someone was working on that, but I don't know who.


No. I don't know what you're talking about =p

I forgot to change the second one to 016 when I c/p'd the line

edit:
@cookieM0Nster: Ah, cool. I'll do that. Thanks. Of course I'll give you credit.

edit2: Magus just told me that 003 and 004 are Wait4 and Wait5 (peach has them). That makes this list complete!
I didn't find all of it, but I just gathered the info for easy access. Thank Segab for actualy finding the stuff, I just made it the proper formatting for SWF.
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
Threw in a disclaimer about the other lists. If you know something is wrong, let me know what the correct information is and I'll change it ASAP.
Well I do know that the GFX ID's are completely correct. So no need to worry about them.
In fact, they should be complete, although if anyone has a new GFX ID above 87, let leaf know.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
If you'd like you can add this rudimentary SFX list. I don't believe it ever made it to the front page of the guide.

The first number is in hex, and is the value used in PSA. The number in parentheses is the number of the sound effect in the Brawl Sound Test, under Fighter Common.

There's also an approximation of the kind of sound it is.

Sound Effects:

BD (136) = chk.
BC (135) = looong low splash.
(121) = long blast
A9 (117) = windy blast2
A8 (116) = windy blast
88 != (84)
(71) longerer electric shock
7A (70) = longer electric shock
79 (69) = short electric shock
77 (67) = PSI style longerer 'lectric shock
76 (66) = PSI style longer electric shock
75 (65) = PSI style short electric shock
73 (63) = low muffled whoosh
71 (61) = low, slower airwhoosh
70 (60) = low, quick airwhoosh
6f (59) = lower airy whip
6e (58) = low airy whip
6d (57) = high airy whip
6c (56) = higher airy whip
6b (55) = higherer airy whip
6a (54) = light airy whoosh
69 (53) = gun cocking sound (smash charge)
(44) thunk!
(45) thunk.
58 (43) = ding! star death
(41) = looooong burning
51 (40) = low long explosion
50 (39) = brief blast/explosion
4E (37) = low explosion, burning
4D (36) = low explosion fire
4C (35) = burning
4B (34) = quick gout of fire
52 = long low thunder
47 (33) = death explosion
44 (30) = sailing, wind (from being sent flying)
48 = doesn't work?
43 = slice
3D (23) = blast
3A (20) = swing
23 = click
 

Shadic

Alakadoof?
Joined
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Messages
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Location
Olympia, WA
NNID
Shadoof
Awesome thread, I've hated having to scan through all the subactions.

Can we get a list for actions, as well? Stuff like fall, and whatnot. (There's a list somewhere, but having it here would be handy)
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
I'm actually not sure why you would need action IDs at this point. Everything can be done with subactions. I'll include that link in the OP for now, though.
It's actually quite useful, primarily for "Change Action". Such as making special attacks go into freefall, etc. Thanks for including it though.
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
It's actually quite useful, primarily for "Change Action". Such as making special attacks go into freefall, etc. Thanks for including it though.
That. It is especially useful when you are "making new moves", specifically recovery moves.
 

Iamthemovie

Smash Journeyman
Joined
Aug 4, 2005
Messages
341
Code:
076 ThrownB
077 ThrownF
078 ThrownHi
079 ThrownLw
07A ThrownDxB
07B ThrownDxF
07C ThrownDxHi
07D ThrownDxLw
0BE Passive
0BF PassiveStandF
0C0 PassiveStandB
0C1 PassiveWall
0C2 PassiveWallJump
0C3 PassiveCeil
0C4 PassiveWall
0CD Pass
0D0 WallDamage
0D1 StopCeil
0D2 StopWall
0D3 StopCeil
0D4 MissFoot
118 SmashThrowF
119 SmashThrowB
11A SmashThrowHi
11B SmashThrowLw
11C SmashThrowDash
11D SmashThrowAirF
11E SmashThrowAirB
11F SmashThrowAirHi
120 SmashThrowAirLw
150 ItemLegsWait
151 ItemLegsSlowF
152 ItemLegsMiddleF
153 ItemLegsFastF
154 ItemLegsBrakeF
155 ItemLegsDashF
156 ItemLegsSlowB
157 ItemLegsMiddleB
158 ItemLegsFastB
159 ItemLegsBrakeB
15A ItemLegsDashB
15B ItemLegsJumpSquat
15C ItemLegsLanding
188 RopeCatch
189 RopeFishing
18A SpecialNBittenStart
18B SpecialNBitten
18C SpecialNBittenEnd
18D SpecialAirNBittenStart
18E SpecialAirNBitten
18F SpecialAirNBittenEnd
190 SpecialNDxBittenStart
191 SpecialNDxBitten
192 SpecialNDxBittenEnd
193 SpecialAirNDxBittenStart
194 SpecialAirNDxBitten
195 SpecialAirNDxBittenEnd
196 SpecialNBigBittenStart
197 SpecialNBigBitten
198 SpecialNBigBittenEnd
199 SpecialAirNBigBittenStart
19A SpecialAirNBigBitten
19B SpecialAirNBigBittenEnd
19C SpecialHiCapture
19D SpecialHiDxCapture
19E SpecialSStickCapture
19F SpecialSStickAttackCapture
1A0 SpecialSStickJumpCapture
1A1 SpecialSDxStickCapture
1A2 SpecialSDxStickAttackCapture
1A3 SpecialSDXStickJumpCapture
1A4 ThrownZitabata
1A5 ThrownDxZitabata
1A6 ThrownGirlZitabata
1A7 ThrownFF
1A8 ThrownFB
1A9 ThrownFHi
1AA ThrownFLw
1AB ThrownDxFF
1AC ThrownDxFB
1AD ThrownDxFHi
1AE ThrownDxFLw
1AF GanonSpecialHiCapture
1B0 GanonSpecialHiDxCapture
1B1 SpecialSCapture
1B2 SpecailAirSCatchCapture
1B3 SpecialAirSFallCapture
1B4 SpecialAirSCapture
1B5 SpecialSDxCapture
1B6 SpecailAirSDxCatchCapture
1B7 SpecialAirSDxFallCapture
1B8 SpecialAirSDxCapture
1B9 SpecialNEgg
1BA SpecialSZitabata
1BB SpecialSDxZitabata
1CB DamageFace
1CC Dark
1CD Spycloak
Does anyone know what these do? I think we should also include a list that describe what each action ID is. I've tested most of these IDs on Samus but most of them ended up going into a T-stance.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
I haven't tested any of these ingame, but here's my best guess:

076 ThrownB
077 ThrownF
078 ThrownHi
079 ThrownLw

Simply being thrown, most likely.

07A ThrownDxB
07B ThrownDxF
07C ThrownDxHi
07D ThrownDxLw

No clue what the Dx is. It shows up a lot, though.

0BE Passive
0BF PassiveStandF
0C0 PassiveStandB
0C1 PassiveWall
0C2 PassiveWallJump
0C3 PassiveCeil
0C4 PassiveWall

I think these are techs and walljumps. 0BE is standing tech. 0BF is tech forward. 0C0 is tech back. 0C1 is a walltech. 0C2 is just a regular walljump (it has no invincibility). 0C3 is a ceiling tech. 0C4 showed up on lucario but not on wolf and has no invincibility, so I'm guessing that it's a wallcling.

0CD Pass

No clue.

0D0 WallDamage
0D1 StopCeil
0D2 StopWall
0D3 StopCeil

I'm guessing that 0D0 is hitting a wall hard (techable hit), 0D2 is hitting it soft (nontechable), and 0D1 and 0D3 are the same for hitting the ceiling. 0D3 sets an RA-Bit[16] frame 4 for lucario, whereas none of the others set anything. Meh.

0D4 MissFoot

Not a clue.

118 SmashThrowF
119 SmashThrowB
11A SmashThrowHi
11B SmashThrowLw
11C SmashThrowDash
11D SmashThrowAirF
11E SmashThrowAirB
11F SmashThrowAirHi
120 SmashThrowAirLw

Throwing an item, I think.

150 ItemLegsWait
151 ItemLegsSlowF
152 ItemLegsMiddleF
153 ItemLegsFastF
154 ItemLegsBrakeF
155 ItemLegsDashF
156 ItemLegsSlowB
157 ItemLegsMiddleB
158 ItemLegsFastB
159 ItemLegsBrakeB
15A ItemLegsDashB
15B ItemLegsJumpSquat
15C ItemLegsLanding

ItemLegs... I have no idea what this is. Maybe bunnyhood?

188 RopeCatch
189 RopeFishing

No clue.

18A SpecialNBittenStart
18B SpecialNBitten
18C SpecialNBittenEnd
18D SpecialAirNBittenStart
18E SpecialAirNBitten
18F SpecialAirNBittenEnd
190 SpecialNDxBittenStart
191 SpecialNDxBitten
192 SpecialNDxBittenEnd
193 SpecialAirNDxBittenStart
194 SpecialAirNDxBitten
195 SpecialAirNDxBittenEnd
196 SpecialNBigBittenStart
197 SpecialNBigBitten
198 SpecialNBigBittenEnd
199 SpecialAirNBigBittenStart
19A SpecialAirNBigBitten
19B SpecialAirNBigBittenEnd

Could be wario's and warioman's bite attacks when you're caught in his teeth. Again, I dunno what the Dx means.

19C SpecialHiCapture
19D SpecialHiDxCapture

Ganon or falcon upB. Probably falcon.

19E SpecialSStickCapture
19F SpecialSStickAttackCapture
1A0 SpecialSStickJumpCapture
1A1 SpecialSDxStickCapture
1A2 SpecialSDxStickAttackCapture
1A3 SpecialSDXStickJumpCapture

Bowser's sideB?

1A4 ThrownZitabata
1A5 ThrownDxZitabata
1A6 ThrownGirlZitabata

Er... Zitabata... stuff? I have no idea what any of this is.

1A7 ThrownFF
1A8 ThrownFB
1A9 ThrownFHi
1AA ThrownFLw
1AB ThrownDxFF
1AC ThrownDxFB
1AD ThrownDxFHi
1AE ThrownDxFLw

Not sure.

1AF GanonSpecialHiCapture
1B0 GanonSpecialHiDxCapture

Ganon upB.

1B1 SpecialSCapture
1B2 SpecialAirSCatchCapture
1B3 SpecialAirSFallCapture
1B4 SpecialAirSCapture
1B5 SpecialSDxCapture
1B6 SpecialAirSDxCatchCapture
1B7 SpecialAirSDxFallCapture
1B8 SpecialAirSDxCapture

Ganon sideB?

1B9 SpecialNEgg

Probably being caught in yoshi's egg.

1BA SpecialSZitabata
1BB SpecialSDxZitabata

Zitabata, obviously!

1CB DamageFace

Your face. It has been damaged. Though seriously, I dunno. It might be when you're hit into the ground from a footstoool, if I'm right about the next one.

1CC Dark

Might have to do with ganon's sideB when he drops you.

1CD Spycloak

Is the cloaking device in brawl? This might be the idle state when you have it.

---

It seems the characters have specific animations for all the special throws in the game (specifically, being thrown. Because of that, I'm guessing one of these is actually lucario's sideB, but I dunno which one.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Isn't there cloaking in Special Brawl? =V

DamageFace is obv the orgasmic animations everyone has when they are launched by an attack. =V

Dx is obviously Melee.

Cuz it's EVERYWHERE.

ALL THE TIME!

=V

/ 3 ducks...5 am johns
 

Viquey

Smash Journeyman
Joined
Jun 15, 2009
Messages
335
Location
Under a Rock
First off, this list rules. :O Thanks so much!

"Zitabata" translates to "struggle" or "wriggle", I'm pretty sure. So considering it's associated with throws, I think it's the animation of the character, well, struggling to get away when they've been grabbed. And maybe the "girl" part is because the girls in the game are held by their wrists instead of their collars/chest/shirt/whatever?

I'll have to test it. But it seems to make sense. XD

Also, it's been bugging me too that I have no idea what the "Dx" means.

Aand aren't there some sorta "dark" versions of some characters? i've seen it around but never bothered to see what it was. :/ As for spycloak... yeah, maybe invisi-brawl? Or some sort of opposite of dark? oooor hm...

Bah I need to do some testiiinng. But tomorrow. it's currently 6am. >.>
 

ThatGuyYouMightKnow

Smash Champion
Joined
May 12, 2008
Messages
2,373
Location
Baltimore, MD
Ottoto and Geikikara have been figured out? I'm sure Ottoto means the spotdodge SFX, I kinda forgot what Geikikara meant. Akaifuku has been figured out, along with Zitbata.

There may be a few more.

The Dx may as well be the few special moments of the animation, like Wario's sped-up biting or the SA frames on Falcon and Ganon's capture, IF those frames are not on the original special. But other things wouldn't make sense.
 

DevilKiller

Smash Apprentice
Joined
Sep 13, 2004
Messages
142
Finally. I don't have to look for the freakin' subactions everytime with this list. I demand this thread to be stickied. ;)

PSA is a tough program for me, especially creating specials, but it's fun. As well, i'm guessing the item animations have nothing to do witha bunny hood, since their effects could be replicated in PSA by messing up attributes. The only items that change your pose when you pick them up (that I can think of) are the Super Scope and the Cracker Launcher.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Actually, I bet ItemLegs are the bunny hood. I just remembered the Bunny Hood makes you move faster. As in, the animations are faster.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
0D4 MissFoot

Almost positive that's the falling animation after slipping off the stage/platforms, an example being when you shield near the edge and block a strong hit. That's what it was called in the Melee develop mode anyway.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Just discovered that

118 SmashThrowF
119 SmashThrowB
11A SmashThrowHi
11B SmashThrowLw
11C SmashThrowDash
11D SmashThrowAirF
11E SmashThrowAirB
11F SmashThrowAirHi
120 SmashThrowAirLw

correspond to throwing the trophy stand.

By the by, anyone know how to destroy non-food items?
 

shadowtroop

Smash Ace
Joined
Jul 14, 2008
Messages
631
Location
Ann Arbor, MI
SNAKE ARTICLE LIST GODDAMMIT.
Here.

1=mortar
2=f-smash bazooka thing
3=cyfer
4=C4
5=C4 Activator
6=Nikita Launcher
7=FREEZE (possibly nikita missile)
8=see above
9=Nothing? (the item is too small to see or in an odd place)
A=FREEZE
B=Possibly grenade part (i dont know much about grenades so I dont know what it's called)
C=Grenade Pin
D=Grenade (always generates in middle of stage)
E=Box
F=Nothing?
 

ThatGuyYouMightKnow

Smash Champion
Joined
May 12, 2008
Messages
2,373
Location
Baltimore, MD
Just discovered that

118 SmashThrowF
119 SmashThrowB
11A SmashThrowHi
11B SmashThrowLw
11C SmashThrowDash
11D SmashThrowAirF
11E SmashThrowAirB
11F SmashThrowAirHi
120 SmashThrowAirLw

correspond to throwing the trophy stand.

By the by, anyone know how to destroy non-food items?
I could've told you that. xD

Uh, I would try consuming them. I'll try it later. Otherwise editing the Item Properties is the best way...But no one's found out what the parameters are.
 

Viquey

Smash Journeyman
Joined
Jun 15, 2009
Messages
335
Location
Under a Rock
Ottoto and Geikikara have been figured out? I'm sure Ottoto means the spotdodge SFX, I kinda forgot what Geikikara meant. Akaifuku has been figured out, along with Zitbata.

There may be a few more.

The Dx may as well be the few special moments of the animation, like Wario's sped-up biting or the SA frames on Falcon and Ganon's capture, IF those frames are not on the original special. But other things wouldn't make sense.
IDK about Geikikara or Akaifuku, but Ottoto is the balancing-on-the-edge animation. Ottoto translating to "Oops" more or less.

And that's possible...

Also yeah, MissFoot seems to be falling off an edge while shielding. Everything else seems to T-pose Zamus--or cause weird spazzing broken poses. O.o

I'll test moar, and try some on Marth as well.

EDIT: StopWall seems to be when you dash into a wall and they kinda bounce off it. Dunno how that'd translate to ceiling though. but I'm sleepy so I'm done testing for now. xD
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
118 SmashThrowF
119 SmashThrowB
11A SmashThrowHi
11B SmashThrowLw
11C SmashThrowDash
11D SmashThrowAirF
11E SmashThrowAirB
11F SmashThrowAirHi
120 SmashThrowAirLw

These are animations for throwing a trophy stand (SSE).
 

TommyDerMeister

Smash Lord
Joined
Jun 24, 2008
Messages
1,837
Location
AZ
I think this is what I've been looking for.

Question,

Is it possible to use

1C4 Win1
1C6 Win2
1C8 Win3

to maybe switch with character's taunts?

If so, what codes do I need to do that.

I really want to change at least two of Snake's taunts >_>
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
You need only go to the taunts you want to replace, and change the animation name. And maybe swap all the code from the two sections so it doesn't bug out.

Also - about items. I haven't been able to get rid of an item using Item Property or Consume Item, so if it's possible it's via a non-obvious set of parameters. I did find how to fire a blaster though:

Fire Ray Gun:
1F050000

If you unload all 16 shots at once you do 64 damage. :D

Lemme know if anyone makes progress on item-elimination.

On a more relevant note, should I post the items list here? Are we going to go all out compiling every useful list in this thread?
 
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