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

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

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

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Would one of these parameters be able to actually rotate the hitbubble behind the character so that you can still see the character itself, only with the hitbubble behind him/her so you can see the parts?
The closest you could get to that is to move it further back behind the limb/weapon (typically Z offset). This will harm accuracy however.

Unfortunately, the graphic used to portray hitbubbles is (I think) a sphere, which means all rotations applied will effectively do nothing. That's what I surmise, at least; I haven't tried it.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Anyone know why there are two throw attack collisions when I'm assuming they're only thrown in one direction? 0_o
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Anyone know why there are two throw attack collisions when I'm assuming they're only thrown in one direction? 0_o
I beliiieve that one is what happens when the character is released normally, and the other is what happens when the throw is somehow broken.
 
Joined
May 3, 2009
Messages
7,190
Can someone tell me where to go to specify how early (or how late, as it may be) Yoshi can DJC? I saw TSON's bit in the OP, but I don't think that that's what I'm looking for. I want to edit the DJ so it can't be cancelled in the first 10 frames or so by a Z-airdodge, an aerial, aerial item drop, or aerial item throw.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Except you'll offset the super armor call or whatever function it is in there that happens in the middle ;-)
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Darn. Hmm. You see, I'm trying to make a fix to Yoshi's DJCH for Veril.
Lol, I told veril to get someone with a gecko to find out which subaction id he is in during the float. Then a simple loop to turn back on gravity would suffice...
 

Razanak7

Smash Ace
Joined
Nov 10, 2009
Messages
928
Location
In your pants.
Quick question, which action calls for Vacuum?
I couldn't find it.
I second this question. Also, I can't seem to get Aesthetic Wind to work; I need a pretty large area covered (about the size of Giga Bowser) to get the desired effect. Can someone give me a hand?

Also, something I found: it's Set Air/Ground: Undefined(100) and Set Aerial/Onstage State: 0-5 that lets a character leave the ground.
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
Er... by "vacuum," do you mean windboxes that hit someone towards you, by any chance?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
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 :)
 

Razanak7

Smash Ace
Joined
Nov 10, 2009
Messages
928
Location
In your pants.
Dead topic is dead.

Event 18000100 checks for sloped ground and moves parts of the character to match.

Nothing impressive, but it's something.
 

[TSON]

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

You've GOT to be kidding me. I've been trying for AGES to find out what that did xD
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Dead topic is dead.

Event 18000100 checks for sloped ground and moves parts of the character to match.

Nothing impressive, but it's something.
One of the greatest mysteries has been put to rest. I salute you =)
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
Hmm, I've known what 18000100 was for a long time... guess I should've said something.

In other news, RA-Bit[17] is not set when you're in hitstun.
 

Higure Hokousha

Smash Rookie
Joined
Aug 6, 2009
Messages
23
Model Changer 2

Sonic's FinalEnd and FinalAirEnd include a Model Changer 2: 0-0, 0-FFFFFFFF. It does not appear in FinalStart or FinalAirStart. I have not tested this to see what it does yet, but thought someone might be interested.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
It either T-poses super sonic before making him invisible, or it makes the emeralds go away (probably this one)
 

[TSON]

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

[10:33:10 AM] AS: On a completely random note, it seems that shield is stored in LA-Float[3]

(Also remove my errored 1C definition that contradicts shanus :I)
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
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

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.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Can someone help me with eventsyntax.txt? I'm probably making a fatal error somewhere but even after tinkering for 15 mins I can't find out what I did wrong.

1E030100
\name():
\if(x\value(0)),<,0,
Subtract (x\value(0)),
\if(x\value(0)),=>,0,
Add (x\value(0))

EDIT: ERROR: Index was outside the bounds of the array
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
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?

- 18000100: 0-0
- 18000100: 0-6
- 18000200: 0-6, 0-3

^ These in particular.
Edits in green
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
IC-Basic[1005] is equal to your current velocity.

Gonna use this in Project M for knockback-based pain sound effects.
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
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]
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
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
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Nice work, Camelot!

@Shanus: I can confirm that the 000B0X00 are indeed used in places where OR would make sense. It is either an OR or an Additional If Requirement (so, an AND).
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
How did you test for this? I know it's simple and you can do a lot of things, but I'm just wondering how you did it.
Well, it was kind of an odd way of testing.

On Ganondorf, I made it so that a spark graphic effect appeared every frame when he was in hitstun. The size of that graphic was set to IC-Basic[1008].

Is the velocity measured in the same way that the PSA Event measures it?
I honestly don't know.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Wait, so is it like....


Alternate Requirement?
I believe it is in fact an OR. You can clearly see that in DEAC since you don't need to pick up an item through button press 0 AND 3, one or the other.
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
Requirement 3A is whether you've just passed over an edge. This was already suspected by shanus but he couldn't get it to work without crashing. I got Fox to shine whenever he passed over the edge (but crashes when he's not on the ground at the time, like if you jump right over it).
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
And, IC-Basic[1008] is equal to just your vertical velocity, also scalar. Value is positive if you're going up, negative if you're going down.
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.

Requirement 3A is whether you've just passed over an edge. This was already suspected by shanus but he couldn't get it to work without crashing. I got Fox to shine whenever he passed over the edge (but crashes when he's not on the ground at the time, like if you jump right over it).
Make an additional requirement = on ground, maybe that will fix the crash.
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
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]
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
Make an additional requirement = on ground, maybe that will fix the crash.
Nope. Interestingly enough, you can actually tell it to perform an aerial or even a tilt on teeter. Tilt has some shoddy collision detection with the stage, but aerial will either execute if you fall off, or go into heavy landing if you stay on the stage. But the actual teeter action crashes. Still working on it.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Nice work, Wind Owl! This is the kind of stuff we (we as in everyone who works on anything in Brawl) can use. Keep it up!
 
Top Bottom