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Ack! I just wanted a .txt file to use for PSA...
0x000 Walk Initial Velocity
The starting velocity obtained the moment the character starts walking.
0
0x004 Walk Acceleration
The speed of acceleration while walking.
0
0x008 Walk Maximum Velocity
The maximum velocity obtainable while walking.
0
0x00C Stopping Velocity
The speed at which the character is able to stop at.
0
0x010 Dash & StopTurn Initial Velocity
The starting velocity obtained the moment the character starts a Dash.
0
0x014 StopTurn Deceleration
The speed at which the character decelerates upon performing a StopTurn.
0
0x018 StopTurn Acceleration
The speed at which the character accelerates after performing a StopTurn
0
0x01C Run Initial Velocity
The starting velocity obtained the moment the Dash turns into a Run.
0
0x020 Run Acceleration?
Reported to affect the time it takes to get to top running speed.
0
0x024
0
*0x028 Dash Cancel Frame Window??
I don't know what this means does, so test with caution.
1
0x02C
0
*0x030 Jump Startup Time
Affect the time it takes to jump.
1
0x034
0
0x038 Jump V Initial Velocity
The starting vertical velocity the character obtains when jumping.
0
0x03C
0
0x040 Jump H Initial Velocity
The maximum starting horazontal velocity the character is able to obtain when jumping.
0
0x044 Hop V Initial Velocity
The maximum vertical velocity the character obtains when hopping.
0
0x048 Air Jump Multiplier
The velocity obtained from an air jump proportional to the Jump V Initial Velocity.
0
0x04C
0
0x050 Footstool V Initial Velocity
The starting vertical velocity the character obtains upon performing a footstool jump.
0
0x054
0
0x058
0
0x05C
0
*0x060 Jumps
The number of consecutive jumps the character is able to perform.
1
0x064 Gravity
The speed at which the character accelerates downward.
0
0x068 Terminal Velocity
The maximum velocity obtainable due to gravity.
0
0x06C
0
0x070
0
0x074 Air Mobility
The speed at which the character is able to maneuver in air.
0
0x078 Air Stopping Mobility
The speed at which the character is able to stop themselves in air.
0
0x07C Maximum H Air Velocity
The maximum horazontal velocity the character is able to obtain in air.
0
0x080 Fastfall Gravity??
Affects Fast Fall speed somehow.
0
0x084 FastFall Terminal Velocity
The maximum velocity obtainable while fast falling.
0
0x088
0
*0x08C Glide Frame Window
Affects the Frame Window where a Character can glide.
1
0x090
0
0x094 Jab related flag
Related to Jab Somehow.
0
0x098 Jab 2 Related Flag
Somehow related to Jab 2.
0
*0x09C Forward tilt 2 Flag
Somehow related to Ftilt 2. Only Snake and MK have values here other than 0.
1
*0x0A0 Forward Tilt 3 Flag
Somehow related to Ftilt 3. Only MK.
1
0x0A4 Forward Smash 2 Flag
Somehow related to FSmash 2.
0
0x0A8
0
0x0AC
0
0x0B0 Weight
How resiliant the character is to knockback.
0
0x0B4 Character Size
Affects the character's size and hurtbox.
0
0x0B8 Character Size on Results Screen
Affects the scaling of the character on the results screen.
0
0x0BC
0
0x0C0
0
0x0C4 Shield Size
The size of the character's shield bubble when it is at full strength.
0
0x0C8 Shield Break Bounce Velocity
The Velocity at which the character bounces upwards upon having their shield broken.
0
0x0CC
0
0x0D0
0
0x0D4
0
0x0D8
0
0x0DC
0
0x0E0
0
0x0E4
0
*0x0E8
1
*0x0EC
1
*0x0F0
1
0x0F4
0
0x0F8 Edge Jump V Velocity
The starting vertical velocity obtained from an Edge Jump.
0
0x0FC Edge Jump H Velocity
The starting horazontal velocity obtained from an Edge Jump.
0
0x100
0
0x104
0
0x108
0
0x10C
0
0x110
0
*0x114
1
0x118 Item Throw Strength
The speed at which an item is projected when thrown.
0
0x11C
0
0x120
0
0x124
0
0x128 Projectile Weapon Use Move Speed
The speed at which the character is able to move at while firing a projectile weapon.
0
0x12C Projectile Weapon Use F Dash Speed
The speed at which a character moves during a forward dash while firing a projectile weapon.
0
0x130 Projectile Weapon Use B Dash Speed
The speed at which a character moves during a backward dash while firing a projectile weapon.
0
0x134
0
0x138
0
0x13C Normal Landing Lag IASA
Determines Norman Landing Lag.
0
0x140 Nair Landing Lag IASA
Determines the landing lag of the move by frames.
0
0x144 Fair Landing Lag IASA
Determines the landing lag of the move by frames.
0
0x148 Bair Landing Lag IASA
Determines the landing lag of the move by frames.
0
0x14C Uair Landing Lag IASA
Determines the landing lag of the move by frames.
0
0x150 Dair Landing Lag IASA
Determines the landing lag of the move by frames.
0
*0x154
1
*0x158
1
0x15C Tag Height Value
This also seems to affect the height of items that spawn over your character's head.
0
0x160
0
0x164 Walljump H Velocity
The starting horazontal velocity obtained from a Walljump.
0
0x168 Walljump V Velocity
The starting vertical velocity obtained from a Walljump.
0
0x16C
0
0x170
0
*0x174
1
0x178
0
0x17C
0
*0x180
1
*0x184
1
0x188
0
0x18C
0
0x190
0
0x194
0
0x198
0
0x19C
0
0x1A0
0
0x1A4
0
*0x1A8
1
0x1AC
0
*0x1B0
1
0x1B4
0
*0x1B8
1
*0x1BC
1
0x1C0
0
*0x1C4
1
0x1C8
0
*0x1CC
1
*0x1D0
1
*0x1D4
1
*0x1D8
1
0x1DC
0
*0x1E0
1
0x1E4
0
0x1E8
0
0x1EC
0
0x1F0
0
0x1F4
0
0x1F8
0
0x1FC
0
0x200
0
0x204
0
0x208
0
0x20C
0
0x210
0
0x214
0
0x218
0
0x21C
0
*0x220
1
0x224
0
0x228
0
0x22C
0
0x230
0
*0x234
1
0x238
0
0x23C
0
0x240
0
0x244 Magnifying Glass Shrink Ratio
Dictates the size of the character when in the offscreen Magnifying Glass.
0
0x248
0
0x24C
0
0x250
0
0x254
0
0x258
0
0x25C
0
0x260
0
0x264
0
0x268
0
0x26C
0
0x270
0
0x274
0
0x278
0
0x27C
0
0x280
0
0x284
0
0x288
0
*0x28C
1
*0x290
1
*0x294
1
0x298
0
*0x29C
1
0x2A0
0
0x2A4
0
0x2A8
0
0x2AC
0
0x2B0
0
0x2B4
0
0x2B8
0
0x2BC
0
*0x2C0
1
*0x2C4
1
*0x2C8
1
*0x2CC
1
*0x2D0
1
*0x2D4
1
*0x2D8
1
*0x2DC
1
*0x2E0
1
Wind Owl said:As most of your know, certain characters (like ZSS) have absurdly small filesizes. Also, certain codes such as moonwalking needed to be done in each character's PAC.
Well, I just found a way to link character PACs and GCT codes, essentially Character PAC injections.
Basically, at the end of a character's PAC, there is a table of pointers. At each address in that table, when the file is first loaded by the game, the value at that address is added to the PAC's current place in memory (typically somewhere above 0x92000000). If you just remove the pointer from the table, the game won't add to the address.
So, if you take any pointer parameter, or even the entry in the subaction table that tells the game where the character's subaction script (Main/SFX/GFX) starts, you can point to any location in memory you want, such as the location to your injeection.
I'm surprised something as simple as this hasn't been found before, but the bottom line is: No more PAC filesize limits (within reason).
EDIT: Actually, replacing subroutine offsets leads to some... really freaky behavior. Goto's still work fine, however.
They didn't. For C. Falcon's punch, you can literally turnaround start, then reverse punch. Kinda like a 360.Do you know how they disabled regular B-reversing though?
I'm aware. But to do that, they had to disable the momentum-reversing normal B-reversal.
(See first laser: http://www.youtube.com/watch?v=LXytQYCb6sk)
Huh, that's weird. Doesn't Reverse Direction activate at the end of an animation? o_oPlease read fighter.pac moar
Subroutine(statusAnimCmdPre_SpecialN) @24050
-----------|START|--------------------------
If - Requirement=In Air,
And - IC-Basic[21021] < IC-Basic[23045]
Reverse Direction
End If
----------------------------|END|-----------
Coolbeans. =3<standardtoaster>: i think i may have found the variable that tells what your jump attribute is
<standardtoaster>: :O
<standardtoaster>: IC-Basic[23003]
Yeah, so it seems that IC-Basic[23003] is the amount of jumps that you have in total. Gonna use this to make jump returns work like melee. ;D
I think it likely reads to the pac for the max jump amount. I don't know offhand all of them, but some of them which define limits should be fairly obvious in fighter.pacHmmm! Are there any other attributes nearby? And can they be changed? (I bet not)
I've been meaning to ask this...where do you find fighter.pac and how do you edit/use it?I think it likely reads to the pac for the max jump amount. I don't know offhand all of them, but some of them which define limits should be fairly obvious in fighter.pac
First digit can be 0,1?,2 or 3. Second digit can probably be any value from 0-F. I have seen 0,1,2,3,5,8,9,A,B,C, and E so far. I really don't see how the values listed in the wiki all could be transcendent priority (though 22 obviously is).Double post, sry. =/
Thanks to whoever added the RA-Bits Collection Thread to WikiPSA. In thanks, I added WindOwl's SFX to the Flag page. =]
Question tho: Why do they all say Transcendent Priority? And does the 2nd digit in the hitbox flags really affect priority? I've seen 39, 38, and 3E if that's the case. o_o
I had wondered how the size value in psa translated into actual hitbox size in the game. Rocketpsi gave me an idea as to how to setup a test for whether the size value was the radius or diameter, and I figured out a pretty simple proof that shows some important facts about these values:
Size = hitbubble radius
Here's how I figured that out (Rocketpsi brought up a different method to get the same result and put me on the right track, <3)
If the x offsets of two hitbubbles, grafted to bone 0, are equal to -x AND x respectively
AND size =x
AND y offset is the same for both
*there is hardly ever a z-offset for a bone 0 move
If size=radius
THAN the two hitbubbles will visibly meet at one point because hitbubble hacks appear very very very slightly larger (glow >.>) than the hitbubbles actually are and if size = radius you would have the point (0,0) as a point on the perimeter of both hitbubbles.
2xradius=diameter (for those who are less math savvy)
Proof: Bowser's dair looping hitbubbles are two size 4 hitbubbles with x offsets of 4 and -4 respectively. They visibly barely overlap in the video for Bowser's hitbubbles. Check the video posted in the visible hitbubbles link thread (good ****) for Bowser and look at the dair.
hitbubble formula if the bone=0: (x-a)^2 + (y-b)^2 +(z-c)^2 = r^2
a = x offset
b = y offset
c = z offset
r = size = radius
x and y are variables the range of which is dictated by the radius. Here we have a finite number of values, as per there being a limit to the smallest distances measured in smash (the plank length of smash is .01 lol).
Bowser's dair loop hits:
b = y offset = 0
a = 4 or -4
r = 4
we're looking at distance between 2 hitbubbles on the x-axis, so we're going to have y = 0, and since its a circle any value of y has 2 corresponding x values.
(x±4)^2 = 16 for this to be true x = zero, which means for both these hitbubbles, they will land on the 0,0 point if r=size. Yay!
Known from hitbubble analysis: The distance values used for offsets are equal to those used for size. The smallest unit of distance in the game is .01 (the smallest interval for size and offsets). Knowing how hitbubble size mathematically equates to size in game is extremely useful right now because any move with bone 0 (and that includes a whole ton of MK's) can be modeled on an x/y axis perfectly in regards to exactly where the hitbox is.
So, hopefully this helps ppl
formula:
size in PSA=radius of hitbubble
(x-xoffset)^2 + (y-yoffset)^2 + (z-zoffset)^2 = size^2 if bone = 0. (Rocketpsi was talking about doing a bone offset project and that would be amazing if it happened)
you can use this to find real range and graph it using a number of programs, especially if you have access to a school mathlab which I will soon.
hitbubble area = πr^2 (well, really 4/3 • πr^3 but we're ignoring z for now)
dusting off my 7 year old calculus notes (well, 4-7 years old, I started taking calc classes in my junior year and took more in college since my high school didn't have calc 2) to figure out how to account for character movement... but omg that's gonna be a pain.
sooooo
what I'm working with atm (use the formula from the OP, this formula is beyond our capacity to solve atm because of limited knowledge of the innate offsets of bones not even to mention the location of bones based on model changes associated with move animations)
(x-F(a,n,m,t))^2 + (y-F(b,n,m,t))^2 + (z-F(c,n,m,t))^2 = r^2
a,b,c = x,y,z offsets ....... x, y and z are variables constrained by the radius and offsets
r=radius
n=bone offset from bone 0
m=model change induced offset, is associated with the frame of the move (t)
really I should stop calling hitbubbles spheres, they aren't spheres, they are "balls". This distinction is actually kinda significant mathematically because a sphere is enclosed empty space. w/e
Which same way? Same as Ganon or random?Snake's entry camo sparkles work the same way.
Yeah just like PSA shows hitstun data lololol. Raw data ≠ extrapolated data.or let tabuu show them for you!
10dantarion&windowlareawesomes