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

.Fade

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Updated Events with the missing parameters.
The Special Offensive Collisions is missing the last two parameters - hitbox loop and 'special flags' I guess. I would add them myself, but I don't know how to phrase it.

Hitbox Loop - The number of frames until the current collision bubble is terminated and a new one is created. New collision bubbles are constantly created after this frame interval. [weird wording...]

It's like if set to 6, after six frames there's a new hitbox, then six frames after that another hitbox, etc. etc. Usefull for multihit attacks and constant wind.

Special Flags - Really, it's not fully understood at all. All I know is that when it's set to FFFC0 [at least with Ike], the attack is unblockable. Wind hitboxes also have a weird flag.
 

Wind Owl

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For the loop, if you set it to 6, does it go like...
Code:
1: First Hitbox Active
2: First Hitbox Active
3: First Hitbox Active
4: First Hitbox Active
5: First Hitbox Active
6: Terminate First Hitbox, Second Hitbox Active
Or is there space in between them?
 

[TSON]

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Yes that's how it goes.

Also they're in my parameters.txt... Well not special flags.. But Loop is. And you're missing all of the uninteractive hitbox parameters.
 

Wind Owl

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... The what? D:

EDIT: Oh. Yeah, it didn't get parsed because the parameter list in Events.txt was blank -_-"
EDIT2: k, it's in, but Loop and Special Flags were both absent from Parameters.txt.
 

leafgreen386

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Er... pretty sure the refreshing flags work by causing the hitbox to refresh that many frames after hitting. So if a hitbox is active frames 10-20 and refreshes every two frames, if it hits frame 11, it'll be active again frame 13. If it hits again as soon as possible each time, it would refresh on frame 15, then 17, then 19. Normally this move would be capable of refreshing one more time, but because you originally hit frame 11 instead of frame 10, the hitbox is already inactive by the time it would come around.

edit: Also, in that same situation, even if you did hit frame 10, if you weren't in range for another one of the hits when it spawned, then it'd be the same deal.
 

Eldiran

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The 1st Special Flag.

To provide some info given me by Magus:

Magus said:
On the 1st set of Special Offensive Collision flags, it sets the refresh time of the hitbox (to not refresh it has 00000000). If for example it's set to 8, the hitbox will refresh itself 8 frames after the last time it hit the target and be able to hit them again as long as the collisions haven't yet been terminated. If the hitbox were out from frame 10-36 and hit them on frame 10 to start, it would hit on 10, 18, 26, and 34. If it 1st hits them on 14, it'd hit on 14, 22, and 30.

On the second set of Special Flags, I know that xx4FFFC0 allows reversible KB as normal, but xx4FFFC3 and xx4FFFC4 don't.
 

[TSON]

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wolf's vbrawl upB, wolf's vbrawl nair, ness's pk fire, lucas's pk fire, ike's aether, etc.
 

shanus

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Messages
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Pretty major request here for testing. I believe 120F0200 might be used for multiplication. Format would be like the Add subtract commands where first parameter will be a scalar, second variable.

This should be able to be tested hopefully with a graphic with a variable inserted, but I'm sure other means are possible as well.

edit: woot, it works!
 

Amazing Ampharos

Balanced Brawl Designer
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The easiest way to track variable values is to put in debug add/subtract damage commands. For instance, if you want to test an adding function, just use a fighter.pac injection into some very controllable action (like spotdodging), put the add function, and then have an add/subtract damage and note the damage. Just keep spotdodging and see if it changes appropriately; for those of us without USB geckos, it's the best you can do to display the variable's value on-screen.

On that note, I'm pretty sure 12030100 is a decrement basic variable function; its use in action C in fighter.pac makes me suspect that. 12040100 is logically probably an increment basic variable function based on this. I haven't tested either, but they could be of minor use in replacing Basic Variable Add and Basic Variable Subtract in any codes that are using them to add or subtract 1 if I'm right.

Also, if 120F0200 is a multiply function, is it a multiply float variable function in specific? I think functions in this game in general are pretty picky about what types of inputs they want (for instance, comparisons only accept variables and won't accept values); I doubt a function designed for floats is going to work with basics or vice versa (at least not consistently).
 

Dantarion

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Good idea!

You could do this, then take control of the dummy in training, and spot dodge, note the damage, then press start to reset the damage, and do it again.
 

shanus

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AA, as I'm posted previously, I am pretty sure 1204 is a decrement function. If you look at all of its logical uses, it terminates functions once they go below 0, not above. 1203 has similar uses, but is seemingly only used for LA-Basics where 1204 is used exclusively for RA-Basics.

120F seems to be for floats multiplication and works brilliantly ;-)
 

ShardFenix

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000A0300 is an if statement that takes 3 parameters.

This is used in one of Snake's grenade actions.

In this case, it is 000A0300 (Requirement=(not)18, value=D, value=2). It is checking to see if snake has 2 grenades (article D) on the field. I'm guessing requirement 18 is "Controls {param3} of article {param2}."

On a semi-related note, requirement 1F is "holding item" and takes no other parameters.

Look at Snake's grenade action (12D) for more details.
 

Dantarion

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EDIT: No, I believe youre wrong.

That part of Snake's code is for choosing between high throw and low throw animations.
Action 112 controls weather to generate a grenade or not.

You have found something new, a Requirement that takes two params, but it doesn't check the amount of grenades, we already have a Requirement that does that, 1C
 

NAMQ_DrunkeNFeasT

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What is in the Attibute Tab on PSA, thats causing a weird camara zoom thingy when getting very near to my opponent, or when throwing, or when the opponent is in Angelic or if I'm below the stage?

i was messing with all the attributes... all of them at once >.< T.T

and know I don't wanna mess it up again :(

plz help me out T.T

my first psa... my first error :O

I want to finish my project but I will need your help :(

if this is not the right place to ask, ok yell at me, but atleast help me out, and then I won't post here again

EDIT:

this thread is not where I was supposed to sk a question I know

but look at the bright side, in the OP, of this "PSA LIST THREAD", there isn't anything showing about what attribute on the
of attributes, make the camara zoom in/out at certain moments, so now it's time to check this out :)
 

Wind Owl

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I think I'll just yell at you. And tell you to go find the FAQ thread. And point out that very few of the attributes are actually known, and that the ones that are known are already labelled in PSA. :mad:
 

NAMQ_DrunkeNFeasT

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I think I'll just yell at you. And tell you to go find the FAQ thread. And point out that very few of the attributes are actually known, and that the ones that are known are already labelled in PSA. :mad:
ouchies owl relax pal :s

well... I know they are already labeled... but none is which says about camara stuff... I'll just sudy this myself tomorrow and post it in, and in here, so it goes into the next Attribute text Update

and I sure read all that as if you were yelling at me XD

:umad

(joking)

I'll track down what attribute made the cam become crazy tomorrow if I can
 

Wind Owl

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OK well I decided to be helpful.
Code:
0x210 Zoom Camera Size Front
The zoom boundaries on the character in the front.
0

0x214 Zoom Camera Size Back
The zoom boundaries on the character in the back.
0

0x218 Zoom Camera Size Top
The zoom boundaries on the character on the top.
0

0x21C Zoom Camera Size Bottom
The zoom boundaries on the character on the bottom.
0
Try those.
 

ShardFenix

Smash Cadet
Joined
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Messages
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EDIT: No, I believe youre wrong.

That part of Snake's code is for choosing between high throw and low throw animations.
Action 112 controls weather to generate a grenade or not.

You have found something new, a Requirement that takes two params, but it doesn't check the amount of grenades, we already have a Requirement that does that, 1C
Requirement 1C is "article available," which requires an additional parameter (article ID) to check.
Requirement 1F is "holding any item" and requires nothing else. The two are much different.

I don't know where I got 12D from... That's obviously his throwing/lobbing action and not what I thought it was before.

However, requirement 18 is checking for 2 of something with value D. I think it's no coincidence that snake can only have 2 grenades (article D) at one time, and every time Req18 is called on snake's grenade actions, those are the parameters passed. 1C doesn't check the amount of grenades he controls, it checks if he has one in his hand (or something very close to that).

One additional thing while I'm here: RA-Bit[16] is false as long as the player is holding B for Snake's grenades. It becomes true when you release B, at which point he goes into the lobbing action. Subaction 1B1B4, called from action 112, does this check as an infinite loop.
 

NAMQ_DrunkeNFeasT

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OK well I decided to be helpful.
Code:
0x210 Zoom Camera Size Front
The zoom boundaries on the character in the front.
0

0x214 Zoom Camera Size Back
The zoom boundaries on the character in the back.
0

0x218 Zoom Camera Size Top
The zoom boundaries on the character on the top.
0

0x21C Zoom Camera Size Bottom
The zoom boundaries on the character on the bottom.
0
Try those.

T.T

a billion times thx :) this will do the trick to fix my project T.T

Edit:

This should be added to the next updated Attributes.txt
 

NAMQ_DrunkeNFeasT

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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.)
This...

I need to know a little something to work with this, I want to create a custum B attacks for my Bowser PSA, and I would love this to be described with an example

EDIT:

sorry for DP >.<
 

NAMQ_DrunkeNFeasT

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The quoted text does describe it with an example O.o
lolz, I notice, but it's not on psa format like

Asynch. Timer Frame = #
If: Chance: 3
blah blah

but it's ok, I think I will figure out by 2 or 3 tries with it

also I have a question

TSON, the PSA txt files you linked me are awsome!!!

but Bowser/Ganon side B uses this "060A0900" event and I would like what do the 8 parameters do, that would help me alot with my Side/Down B idea :)

Edit:

060A0900 is a second Catch Collision, but the parameters seem to do something else, if this event is knows, forward me to it so I can try to add the specified things to the .txt files

EDIT2!

Bit Variable Set: RA-Bit[17] = True - is in both marth/ike Special Low animation, does this requires being hit???

I would love if someone can link me to what certain RA-Bit[#], LA-Bit[#] & LC-Bit[#] do exaclty, but I for now, only need to know about Bit Variable Set: RA-Bit[17] = True
 

[TSON]

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RA-Bit[17] is a generic move-to-the-next-if-true. It's on jabs and counters and etc.
 

[TSON]

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060C0100 = Delete Catch Collision

Param 1 = ID of Catch Collision to delete

Also, Param 13 of Throw Collision is Air/Ground, where 0 = None, 1 = Ground only, 2 = Air Only, and 3 = Both
 
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