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

Amazing Ampharos

Balanced Brawl Designer
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So, we happened across, in our travels, the fact that variable LA-Bit[61] determines if up special has been used by Snake, Sonic, and Pit and that LA-Bit[62] fulfills the same function on Mr. Game & Watch. Unfortunately, we never found what variable is used on Lucario for this purpose; the code on his up special is weird and different. Is this known (couldn't find it in the first post by searching for "Lucario"), or is this just a hole in the knowledge?
 

shanus

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So, we happened across, in our travels, the fact that variable LA-Bit[61] determines if up special has been used by Snake, Sonic, and Pit and that LA-Bit[62] fulfills the same function on Mr. Game & Watch. Unfortunately, we never found what variable is used on Lucario for this purpose; the code on his up special is weird and different. Is this known (couldn't find it in the first post by searching for "Lucario"), or is this just a hole in the knowledge?
This has been known, but not fully documented. Unfortunately, it doesn't seem to work on other characters, at least in my initial tests with it back in the day. I also believe Lucario uses 62 or 61, I forget though. You can use OSA2's Generate Data function to see if the variable is used, though.
 

Razanak7

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1A060100: Detach/Attach Camera
Param 0 (Boolean): "Detached/Attached," False = detached, true = attached.
I don't quite follow... so does it make the camera ignore the character when detached, or lock it onto the character when attached, or something along those lines?
 

Wind Owl

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OMG. I think I found what registers the "specific interrupt" ID's to action status ID's.
Code:
02090200(InterruptID, StatusID)
Found in Fighter.pac @EABC lines 6, 7, and 8 as well as many other places in Fighter.pac. Needs testing.

On a related note:
Code:
020C0100(InterruptID)
Appears to unregister an interrupt. I'm merely guessing based on where it falls in the command list and how it only takes one parameter. Also needs testing.
 

Wind Owl

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Think I might have found something with Switch statements (00100200). Take a look at Fighter.pac Action 12. Command offset EEF4, the switch statement, uses 0x3E9 and 0x2B. Based on common sense, it would seem that this switch statement determines whether to go into SquatWait2 or not. If you look closely, 0x3E9 is actually the hex value for IC-Basic[1001], and Requirement 2B is Roll A Die.

So, I'm not sure exactly how it works but Switch appears to use data types "disguised" as Values.
 

[TSON]

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On a related note:
Code:
020C0100(InterruptID)
Appears to unregister an interrupt. I'm merely guessing based on where it falls in the command list and how it only takes one parameter. Also needs testing.
Yea, shanus posted that a while back, it's already n the Wiki
 

God of Humility

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How exactly does requierement 0B work? It is supposed to check if a hitbox connects.

If I put it at the same time as a collision, it does nothing.
BUT, if I put in a IC-Basic 0, it always works, regardless of if I hit with the hitbox or not.
 

Eldiran

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How exactly does requierement 0B work? It is supposed to check if a hitbox connects.

If I put it at the same time as a collision, it does nothing.
BUT, if I put in a IC-Basic 0, it always works, regardless of if I hit with the hitbox or not.
For some reason, at times requirement 0B only works if the If is in the GFX section.
 

shanus

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TSOn and I found some new goodies:

1E000200

Already known:
0 - normal
1- super amor
3- heavy armor param2 = damage scalar

New:
2- heavy armor param2 = knockback scalar

Thus far, its known to scale 1:1 with BKB at 1 dmg, haven;t tested relationship with KBG or DMG yet
 

[TSON]

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0E080400 in 0E080200 form I've found on some Pikmin attacks.

This means 0E080400 works on articles.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Messing with Ike's Up-B. This is probably specific to that move but:

RA-Bit[17] controls if Ike can get off the ground.

RA-Bit[18] allows you to slightly DI left or right.
 

shanus

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If 2716 is "If trying to fastfall"

It tests for if you are moving up or down, and if moving down, are you HOLDING down.

To then set yourself into fastfall: Bit Set RA-Bit2


However, PSA cannot add in a variable like this, so you need to program in your logic line and then hex edit in 2716.
 

CountKaiser

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Has anyone figured out how to modify a character's momentum during their UpB, other than the momentum function used for dairs and such?
 

walker935

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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.
 

Eternal Yoshi

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Falcon Bump!!

Someone please get an updated Attributes.txt on the OP.

Landing lag from Aerial A moves is not determined by animations in Brawlbox.
The frame count for all landing lag animations from BB is ALWAYS 31. Modifying it via BB was reported to freeze the game.

It's deermined by attributes in PSA.
Thanks Dantarion for giving me the idea and location. I'm just here to confirm them Working.
0x140 Nair Landing Lag
0x144 Fair Landing Lag
0x148 Bair Landing Lag
0x14C Uair Landing Lag
0x150 Dair Landing Lag
Great alternative to FSM wouldn't you say?
 

CountKaiser

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If 2716 is "If trying to fastfall"

It tests for if you are moving up or down, and if moving down, are you HOLDING down.

To then set yourself into fastfall: Bit Set RA-Bit2


However, PSA cannot add in a variable like this, so you need to program in your logic line and then hex edit in 2716.
So wait, is 2716 the variable for trying to FF? If so, what kind of variable is it or should it be?
 

Eternal Yoshi

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So are Ra-bit[19] and attribute 0x8C related to gliding?
I only see Ra-bit [19] on MK, Charizard, and Pit's midair jumps.
ALso, only MK, Charizard and Pit have a value not zero in 0x8C
Is Ra-bit[19] like saying to begin to open the frame window for gliding???

Edit: Removing Ra-bit[19] from MK's midair jumps seems to remove his ability to glide from his midair jumps.

Edit2: Action 85 is definitely related to gliding.
Changine the references in MK actions 114 and 11D from 85 to 10 prevents him from gliding after his Shuttle loop.
 

shanus

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ic-basic 20000 = current subaction
ic-basic 20001 = current action

ic-basic 20003 possibly is previous action


edit: I'm 99% positive these are now verified
 

shanus

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Note: the best method to confirm these ic-basics is to choose a subaction of interest, and use the Add Damage Command with the variable as the parameter so it outputs your value. Note that this will only work well if the IC-Basic output is in SCALAR which you can confirm by using OSA2 Raw Dump to clipboard.
 

shanus

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more findings.


Unconfirmed:
04020X00 looks to be some form of additional requirement line for subactions or even variable sets O_o

See snake's taunt actions, action 133 and 134 for prime example
 

shanus

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Untested variables again (needs confirmation):


IC-Basic 1005 - hitstun velocity positive scalar towards stage (I believe this may be Y-component only)

IC-Basic 1006 and 1007 (hitstun velocity horizontal (1006 for OC:2, and 1007 for OC:4, positive/neg for respective directions)

IC-Basic 1008 hitstun velocity towards ceiling, scalar upwards?
 

[TSON]

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:O

It seems like Manaphy's heart swap is coded in PSA. Take a gander at this:

Variables:
00000000 00000578
------------------
00000000 00000000
------------------
00000000 00000002
------------------
00000000 00000002
------------------
00000001 0000EA60
------------------
00000000 00000001
------------------
00000001 00004650
------------------
00000001 00000000
00000001 00000000
00000001 000927C0
00000001 000927C0
00000001 00000000
00000001 00000000
00000001 00000000
00000001 00000000
00000001 00000000
00000001 00000000
00000003 00000000
00000003 00000000
00000003 00000000
------------------
00000001 00000000
00000005 21000002
------------------
00000000 0000003C
------------------
00000000 00000009
00000001 00000000
00000001 000927C0
------------------
00000001 000003E8
00000005 21000002
------------------
00000005 11000007
00000005 11000007
00000004 000000E0
00000005 00000003
00000004 000000E4
00000005 21000002
00000004 000000E8
00000005 00000003
------------------
00000005 11000008
00000005 11000008
00000004 000000E0
00000005 00000004
00000004 000000E4
00000005 21000002
00000004 000000E8
00000005 00000004
------------------
00000001 0000EA60
------------------
------------------
00000000 00000006
00000006 0000000F
------------------
PSA Commands:
65040100 00000000
04000100 00000008
0E050100 00000010
65070100 00000018
00010100 00000020
66050100 00000028
660A0100 00000030
66000D00 00000038
12060200 000000A0
00040100 000000B0
65070300 000000B8
12070200 000000D0
65020800 000000EC
65020800 0000012C
00010100 0000016C
00050000 00000000
02010200 00000174
PSA Commands if Params start at: 0x9104BF40
65040100 9104BF40
04000100 9104BF48
0E050100 9104BF50
65070100 9104BF58
00010100 9104BF60
66050100 9104BF68
660A0100 9104BF70
66000D00 9104BF78
12060200 9104BFE0
00040100 9104BFF0
65070300 9104BFF8
12070200 9104C010
65020800 9104C02C
65020800 9104C06C
00010100 9104C0AC
00050000 9104BF40
02010200 9104C0B4


Hurting your eyes?

Action0x1
@184
Appear,
-----------|START|--------------------------
!Unknown-04! 65040100 - 0x578,
Change Subaction - Appear
Stop Horizontal Momentum Mod - HM State=0x2,
!Unknown-07! 65070100 - 0x2,
Synchronous Timer - Frames=1.00x,
!Unknown-05! 66050100 - 0x1,
!Unknown-0A! 660A0100 - 0.30x,
!Unknown-00! 66000D00 - 0.00x, 0.00x, 10.00x, 10.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0.00x, 0.00x, False, False, False,
Float Variable Set - 0.00x, RA-Float[2],
Set Loop - Iterations=0x3C,
!Unknown-07! 65070300 - 0x9, 0.00x, 10.00x,
Float Variable Add - 0.02x, RA-Float[2],
!Unknown-02! 65020800 - LA-Float[7], LA-Float[7], 04-000000E0, IC-Basic[3], 04-000000E4, RA-Float[2], 04-000000E8, IC-Basic[3],
!Unknown-02! 65020800 - LA-Float[8], LA-Float[8], 04-000000E0, IC-Basic[4], 04-000000E4, RA-Float[2], 04-000000E8, IC-Basic[4],
Synchronous Timer - Frames=1.00x,
Execute Loop
Change Action - ID=0x6, Requirement=Item Death?,
----------------------------|END|-----------


Anything look abnormal? YES?

!Unknown-02! 65020800 - LA-Float[7], LA-Float[7], 04-000000E0, IC-Basic[3], 04-000000E4, RA-Float[2], 04-000000E8, IC-Basic[3],
!Unknown-02! 65020800 - LA-Float[8], LA-Float[8], 04-000000E0, IC-Basic[4], 04-000000E4, RA-Float[2], 04-000000E8, IC-Basic[4],
THE MYSTERIOUS DATA TYPE 04?!

someone should look into this
 

Mawootad

Smash Rookie
Joined
Nov 14, 2009
Messages
20
In case this isn't well known: Kirby's hat specials are all stored in .pac's titled FitKirbyChar.pac, where Char is Brawl's name for the character (for instance, Kirby's Bowser hat is stored in FitKirbyKoopa.pac and Kirby's Jigglypuff hat is stored in FitKirbyPurin.pac). Kirby's hats' missing actions (like the one's for KirbyDK's Giant Punch), projectiles (like KirbyMario's Fireball), and perhaps some missing subroutines are also stored in them. Modifying them is, afaik, the same as modifying any other pac, although you have to do it in hex.
 

CountKaiser

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For the routine 020A0100, which allows an interrupt with a specific action

has anyone figured out the variables for dash and grab?
 

CountKaiser

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Chances are this was already found, but I can't find it in the OP.

Does anyone know what allows a character to go into jab 2 from jab 1, and the window that such is allowed?

Also, Kirby and Fox go into their rapid jabs if they do their first two jabs quickly enough. What causes this?
 
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