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

DelxDoom

Smash Lord
Joined
Sep 9, 2006
Messages
1,555
JUST updated my Events/Parameters in PSA.

BKB and KBG were mislabeled and switched wtf omgggggg
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
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.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
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
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
Okay, I give. I've looked everywhere to find how to use a defensive collision to reflect. I tried copying it from Aang (Ness moveset) on a move I know for a fact reflects, and all I got was a canceled fireball because of the offensive collision. I checked Lucas's fsmash (which can hit projectiles back as if they were baseballs), and it didn't have a defensive collision at all. What am I missing here? Defensive collisions don't have any labeled parameters, or I wouldn't be stuck. ;_;
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Okay, I give. I've looked everywhere to find how to use a defensive collision to reflect. I tried copying it from Aang (Ness moveset) on a move I know for a fact reflects, and all I got was a canceled fireball because of the offensive collision. I checked Lucas's fsmash (which can hit projectiles back as if they were baseballs), and it didn't have a defensive collision at all. What am I missing here? Defensive collisions don't have any labeled parameters, or I wouldn't be stuck. ;_;
Use Pit's Down+B or Over+B. I copied a buncha Defensive collisions from those, and one (or more) of them worked.
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
Use Pit's Down+B or Over+B. I copied a buncha Defensive collisions from those, and one (or more) of them worked.
That's identical to the defensive collision I got from the Aang moveset AND Mario's moveset, neither of which worked. Do offensive collisions disable the defensive collisions or something?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
That's identical to the defensive collision I got from the Aang moveset AND Mario's moveset, neither of which worked. Do offensive collisions disable the defensive collisions or something?
Mmmaybe they both have the same ID, and the offensive one is overwriting it? /wild guessing
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
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.
I tried this with Lucario's upB (195D0) and it gave an INSANE momentum boost when aimed upwards. Normally, Lucario's upB uses 12030100. So yeah.
 

AMKalmar

Smash Ace
Joined
Mar 10, 2009
Messages
887
Location
Hamilton ON CA
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
How were the filenames collected for these?
 

[TSON]

Hella.
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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)
 

Rickerdy-doo-da-day

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Is there a way to view changes and modifications you've made on PSA on something other than a hacked Wii/Brawl? I can't hack my Wii because other members of my family use it and if they found out, my parents would take it off me since it can be used for illegal stuff (I know full well what people do here isn't illegal but you know what people are like ~.~)

I've just been throwing out random guesses at what stuff does, if I could actually see what happens I could probably be much more accurate with stuff
 

JoeGrandma

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This is sort of an extension / spinoff of AMKalmar's question:

When you open people's .pacs in BrawlBox, they only have some of their personal GFX there. For example, you can only edit 6 out of Lucas' 15 GFX, and some people are missing all of them, like the Ice Climbers (well, they're weird anyways).

Also, when you open common3, only some of the universal GFX are there. They're named differently from the names that are listed on the OP, but after a while. the names are all different. What's even worse is that only 30-something of them are there.

...Any explanation?
 

AMKalmar

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If you open an effect file using a hex editor, scroll down a bit and you'll start seeing some names. They're the same as what's listed but written somewhat differently.

In ef_common.pac we see
PtcCommonHitNormalA.PtcCommonHitNormalShockWave. etc.

Instead of
01 SYS_HIT_NORMAL
02 SYS_HIT_NORMAL_SHOCK etc.

Related question:
Code:
Event:
11010A00
External Graphic Effect
Generate a graphical effect from an external file. (usually the Ef_<character> file)
0011111113

Parameters:
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.
How do you know which file corresponds to which File#?
ef_mario.pac is #1, ef_donkey.pac is #2 etc. so at first it looks like the characters go in order of character ID but then zss isn't after samus. And what about all the assist and enemy effects?
Basically, is there a way of figuring it out or is it trial and error?
 

JoeGrandma

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You can look at one of their attacks that use one of their personal GFX. Like in Lucas' PSI Magnet, there's an external graphic effect with file 1B, so Lucas' file is 1B. I would assume that that works with other people too.
 

AMKalmar

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Yes, but what about SSE characters and assist trophies. We can't open those in PSA.

Is there a more complete Attributes List?
 

Rickerdy-doo-da-day

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Moar questions

So in PSA when you look at the Offset for something it gives a code with a series of numbers and letters

I was wondering - if you alter the offset by increasing the value of one of the digits does that show you more information of the event?

For example, I'm looking at Peach's SpecialLw which has an Offset of 2159C and in the info box it directs you to Sub Routine 15E08

Now if I change the 4th digit of the 2159C (9) and increase it by 1, that makes the series of numbers 215AC which gives me an entirely new set of information

Is this information still related to her SpecialLw or have is it completely unrelated due to me altering the offset? I'm wondering because it mentions something about If Bit is Set: LA-Float[100] (doesn't that have something to do with those visible hitboxes which yellow spheres showing where hitboxes are?) and there's also a lot of mention 11031400 which if I'm not mistaken creates the glow of a sword...and Peach doesn't have any moves that include a sword let alone a glowing one...well apart from when she pulls up a Beam Sword

...

Should I just give up? xD
 

[TSON]

Hella.
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If you increase by 10 in hex all you're doing is moving down a tad on the list you were already looking at, lol. Now if you increase by 100, THEN you get some new information usually. But Peach's down special is ITEMS. Not Articles. They are in common3. You won't find anything here at all.
 

DelxDoom

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Turnip is an article, other items aren't.

Peach's down b goes to some random generator thingy and gives you an item or a turnip based on that.
 

[TSON]

Hella.
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That's not true. Look for yourself. The only thing I could think of the turnip to be would be the article that belongs to Peach with no actions or subactions.
 

Rickerdy-doo-da-day

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If you increase by 10 in hex all you're doing is moving down a tad on the list you were already looking at, lol. Now if you increase by 100, THEN you get some new information usually. But Peach's down special is ITEMS. Not Articles. They are in common3. You won't find anything here at all.
Ah I see thanks for clearing that up. Yea I'd be altering some of the digits and finding that I was moving down the list so I thought maybe I'd be able to uncover some more info about the move I was looking at. Thanks for clearing that up xD

So effectivly, with PSA I'm wasting my time because that just shows me a mechanic, it doesn't actually tell me what it does? Common3 can only be viewed via BrawlBox correct? What should I look for in Common3? I've viewed it in BrawlBox and didn't find much apart from Model and Texture Data and Animation data that didn't make a right lot of sense. Am I looking in the wrong area?

Thankyou for being so patient with me xD
 

[TSON]

Hella.
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...

Hexing is reading through raw data in a hex editor and tampering with the hexadecimal values that make up the file.
 

[TSON]

Hella.
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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.
 

[TSON]

Hella.
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TaroNuke found that the two variables under Initial Run Velcoity affect Run Speed :V (didnt see that one coming)
 

Eldiran

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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.
 

[TSON]

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06020200 = change hitbox size? Needs testing and unfortunately I can't right now. Parameter 0 is in scalar, I know that much.
 

DelxDoom

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That's not true. Look for yourself. The only thing I could think of the turnip to be would be the article that belongs to Peach with no actions or subactions.
If Compare: RA Basic[2] <= -1

Generate Article: 2

Else

Generate Item 5-20000002

End if



I've used Generate Article: 2 to spawn turnips before on Peach (Peach was the first character I PSA'd, for Rachel Alucard of BlazBlue)

the Generate Item thingy with strange values is, I believe, some random generator for Bobombs, Saturns, or Swords.

But I'm not good at code, this is all guesswork.
 

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WTF. Peach's article 2 is Toad, not turnips... o.O? There's a SpecialN animation and SpecialNHit... And even the 'spit' hitboxes..
 

[TSON]

Hella.
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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"
 

Eldiran

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"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"
That sounds... really useful for people trying to use Character Momentum to use their characters. Interesting.
 

DelxDoom

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WTF. Peach's article 2 is Toad, not turnips... o.O? There's a SpecialN animation and SpecialNHit... And even the 'spit' hitboxes..
MAYBE MY PSA IS WEIRD CUZ LIKE

Special N for me has Article 1

and Special Lw for me has a subroutine which I posted up there which has Article 2.

And Article 0 is the umbrella.
 
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