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

Amazing Ampharos

Balanced Brawl Designer
Writing Team
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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?


THE MYSTERIOUS DATA TYPE 04?!

someone should look into this
My suspicion here, just in case no one elsewhere has said anything, is that data type 4 is "file" and tells anything that references it which files to load. Brawl loves to crash if you try to reference files inappropriately which would probably explain why this data type causes crashing when used inappropriately. In the case of Heart Swap, I bet it's helping it reference files so each player is controlling the right characters at the right times.

---

The jab stuff is pretty evident in PSA; it's one of the RA-Bit variables; a quick gander makes me think it's 16 but I'm not 100% sure. In any case, just play around with it, and you should be able to figure it out pretty easily.

I think you're pressing the buttons too many times if you are going to rapid jab "automatically". It only requires one properly timed button press to go to the next jab in the sequence, and this holds true even if that jab is a rapid jab. If you want to do a jab sequence and terminate it right before the rapid jab, simply only press the button the appropriate number of times to do that. This is easiest to observe with Mr. Game & Watch who has only a jab1 and a rapid jab. If you press the A button during his jab1 (even only once!), he will then do rapid jab. If you wait until the jab1 has ended to press A, you can do another jab1.

Other than on Pit who has a very odd jab combo with multiple possible outcomes (a rapid jab and a jab3, which based on my casual experiences and not careful testing is decided based on how much you mash), you shouldn't even think of rapid jabs as requiring rapid button inputs. Just think of them like normal jabs for which you can hold the "A" button to extend. The fact that mashing also works is incidental.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
My suspicion here, just in case no one elsewhere has said anything, is that data type 4 is "file" and tells anything that references it which files to load. Brawl loves to crash if you try to reference files inappropriately which would probably explain why this data type causes crashing when used inappropriately. In the case of Heart Swap, I bet it's helping it reference files so each player is controlling the right characters at the right times.

---

The jab stuff is pretty evident in PSA; it's one of the RA-Bit variables; a quick gander makes me think it's 16 but I'm not 100% sure. In any case, just play around with it, and you should be able to figure it out pretty easily.

I think you're pressing the buttons too many times if you are going to rapid jab "automatically". It only requires one properly timed button press to go to the next jab in the sequence, and this holds true even if that jab is a rapid jab. If you want to do a jab sequence and terminate it right before the rapid jab, simply only press the button the appropriate number of times to do that. This is easiest to observe with Mr. Game & Watch who has only a jab1 and a rapid jab. If you press the A button during his jab1 (even only once!), he will then do rapid jab. If you wait until the jab1 has ended to press A, you can do another jab1.

Other than on Pit who has a very odd jab combo with multiple possible outcomes (a rapid jab and a jab3, which based on my casual experiences and not careful testing is decided based on how much you mash), you shouldn't even think of rapid jabs as requiring rapid button inputs. Just think of them like normal jabs for which you can hold the "A" button to extend. The fact that mashing also works is incidental.
Interesting stance on value 04, I havent toyed with it yet but I've been meaning too as common03.pac is riddled with it.


Regarding rapid jabs, its not incidental, but both are intentional. In fighter.pac its directly referenced for button press and pressed actually, although disabling both still allows for it to occur. It uses some scenario analysis (i.e. statusIDs) to actually transition the switch between jab states. The RA-Bits do assist in allowing this, however.
 

CountKaiser

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In space
Found out that RA-bit[20], when set to true, allows for rapid jabs. Delaying when this bit is set delays when the rapid jab comes out.

If you press A twice quickly enough, the rapid jab will come out, though, regardless. This is from me testing this on Kirby and Fox.
 

standardtoaster

Tubacabra
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Messages
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Afaik with Pit's jabs, it goes 3 standard jabs then after jab1 and 2, it goes into rapid jab.

Jab1 > Jab2 > Jab3 > Jab1 > Jab2 > Jab3 > Jab 1 > Jab2 > Jab 3 > Jab1 > Jab2 > Rapid Jab

That seems to be the way it works. I'll try it again tomorrow tapping as fast as I can.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Found out that RA-bit[20], when set to true, allows for rapid jabs. Delaying when this bit is set delays when the rapid jab comes out.

If you press A twice quickly enough, the rapid jab will come out, though, regardless. This is from me testing this on Kirby and Fox.
Yes, you can change for thw window with it with the bit set, thats known, but it doesnt change how you activate it via button press vs button held :p
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
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?
RA-Bit [16] controls the window from Jab1 to Jab2. If set to true in Jab1, pressing A at any time after that frame will bring it to Jab 2.

RA-Bit [22] controls rapid jabs. If A is held during that frame, the jab will auto loop.
 

Xigger

Smash Lord
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Messages
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Location
California
Hey, I think I found something that's not in parameters/syntax/etc.

I was messing around with Snake's taunts until I found which line triggers the player's tag dissapearing.

0C250100: 3-0

It works with Snake's other animations, but I haven't tested with other characters yet.

EDIT: 1F090100: 3-0. Definition says "Undefined: Concerns items." Should say "Chooses if item is visible" Set to false, this causes items to dissapear temporarily, not turn invisible.

I'm not too sure I can be the first to discover this; Have these lists really been outdated since February?
 

AceSe3don

Smash Ace
Joined
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Messages
558
Location
Kuwait
I wanna help here, this is something I said on the Mewtwo Project Thread.

EDITEDIT: I've found a new event that exists in the article module...
I found it in SpecialNShoot, and it has a parameter of 2.
You know what this means?
Since Lucario's Aura Sphere goes to action 2 for it's shoot subaction, I may have aswell found a new useful event.
I might contact Dantarion later.
Oh and this might help for the FThrow.
AwesomeEDIT: IT WORKS!!!!
Mewtwo throws a Shadow Ball if he uses his Fthrow now!!!
Event: 10010200 is go to article action, I must tell Dantarion about this NOW!
First parameter is Undefined, second is the action you wanna go to.
..But of course Dantarion should be busy now or something, and I don't even know him well so I'll just post it on his youtube channel.
 

[TSON]

Hella.
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oTSONo
We already knew about set article action, but it only worked on anchored articles (10040200).. I wonder if this works on them all..

Also first parameter is the Article ID, second is the action.
 

[TSON]

Hella.
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oTSONo
Is it the same thing as 10040200? That's the one I've been using. =]
No. It works on all articles, no matter where they are.

I've made Waddle dee trip with dedede dtaunts and jump when he utaunts. (unfortunately it tposed waddle doo and gordos because they don't have those animations trololol)
 

.Fade

Smash Journeyman
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Messages
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No. It works on all articles, no matter where they are.

I've made Waddle dee trip with dedede dtaunts and jump when he utaunts. (unfortunately it tposed waddle doo and gordos because they don't have those animations trololol)
This. I can REALLY make use of this. =]
 

Eternal Yoshi

I've covered ban wars, you know
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Looks cool. Strangely enough, Meta Knight's wings count as an article.

Looking through this thread haphazardly is time consuming, even with the search feature.
I've been looking for information about the hitbox flags for a long time and haven't quite found all of the info I'm looking for.

I ended up making a page in the wiki dedicated to flags and what they do.

It's obviously not complete, so please add to it.

http://opensa.dantarion.com/wiki/Hitbox_Flags

The fifth and six numbers apparently affect the sound that plays when it connects. Here's what I got from looking through some characters' .pac files.

02 - Punch
04 - Hit
06 - Sword Slash/Spikes
08 - burn
0A - Home Run screech
0E - Zap/Electrocuted
10 - Darkness/Deep Slash/ Burn
16 - Burn from big explosion
1A - Hard Hit
1C - Ike Sword Slash
36 - Bat
 

Wind Owl

Smash Lord
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I'll reformat this into a Magus-styled format later, since the flags are not "digit" based but split into bits. For example, "the 4th digit" is actually four bits but only two are used by the ground/air setting―the 3rd bit in that byte (set of 4 bits) toggles whether or not the hitbox hits aerial opponents and the 4th bit determines whether it can hit ground. If they're both on, it makes binary 11 = hex 3.
 

.Fade

Smash Journeyman
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Messages
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I don't have time right now, so maybe later. =]

Speculation: I use the Special Flags 000FFFC0 for my Naruto PSA's FS. It has no reversible knockback, and is unblockable. Combined with the info on WikiPSA, does it give us any insight?

From site:
xx4FFFC3 Disables reversible Knockback.
XX4FFFC4 Disables reversible Knockback.
 

[TSON]

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How do you do reflecting and absorbing of projectiles? I added a hitbox to waddles but now they can be absorbed without going away, and reflected without turning around =_=.

Is there any way to disable them? Or even better, fix that?
 

.Fade

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Messages
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Absorbing, not sure, but Defensive Collisions are used to reflect projectiles. I'm pretty sure it has to be attached to an Offensive Collision, maybe a wind hitbox, to work.

EDIT: You know what I just realized? Clicking Generate Data in OpenSA lets you see every variable usage in a .pac file. Super useful, surprised I didn't find this sooner. Like, for instance, RA-Basic[14] has something to do with the superscope, and IC-Basic[1029]-[1031] has to do with throwing items.
 

[TSON]

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It's an article-side problem. None of the reflectable articles have defensive collisions, so that's not it. I sure hope it's not in the floats >_>
 

Eldiran

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How do you do reflecting and absorbing of projectiles? I added a hitbox to waddles but now they can be absorbed without going away, and reflected without turning around =_=.

Is there any way to disable them? Or even better, fix that?
Sounds like what you'll have to do is terminate it when it hits something.
 

[TSON]

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That goes totally against what I want them to do though ;_;.

There's no way to remove reflection/absorbtion?
 

shanus

Smash Hero
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i should probably add the laundry list of ones ive figured out somewhere
 

leafbarrett

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10000200 seems to a temporary version of 10000100 (Generate Article). It ends when the animation ends or when 10030100 is set to the same value as the first parameter of 10000200.
From Peach's pac:
AppealHiR (the one where she twirls her parasol)
10000200: 0-0, True
...
10030100: 0-0


(If this is already known, then sorry. ;-; )
 

.Fade

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10000200 seems to a temporary version of 10000100 (Generate Article). It ends when the animation ends or when 10030100 is set to the same value as the first parameter of 10000200.
From Peach's pac:
AppealHiR (the one where she twirls her parasol)
10000200: 0-0, True
...
10030100: 0-0


(If this is already known, then sorry. ;-; )

So basically:
10000200: Generate Article
Param 1: Article ID
Param 2: Disappear at end?

Cool. The more article codes, the better.
 

leafbarrett

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So basically:
10000200: Generate Article
Param 1: Article ID
Param 2: Disappear at end?

Cool. The more article codes, the better.
Sounds about right. Like I said, it also ends if 10030100 is set to the same value as the article ID.
Now excuse me while I go back to figuring out how Saria (from OoT) would fight... XD
 

.Fade

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Sounds about right. Like I said, it also ends if 10030100 is set to the same value as the article ID.
Now excuse me while I go back to figuring out how Saria (from OoT) would fight... XD
Yeah, 10030100 is Remove Article.
 

leafbarrett

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Yeah, 10030100 is Remove Article.
Oh. :laugh:
10040200 seems to be Article State, or Article Change, or something like that. Again, in Peach's moveset:
SpecialN
Generate Article: 1 (Toad)
10040200: 0-1, 0-0
...
SpecialNHit
10040200: 0-1, 0-1

At 0-0, it's set to do nothing. When at 0-1, it releases the counterattack spores. The article has to be summoned for this to work, as I discovered when I removed Toad; no counterattack (though the spores still appeared).
 
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