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

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
Camelot, why do you always find the most amazing commands.
LOL... I do tend to find a lot of interesting things.

By the way, you can skip backwards with that command, too, but I doubt that'd be useful at all. Haven't tried 0 or negative numbers.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
it appears that icbas in the 230XX space read from pac attributes

Additionally appears icbas in the 231XX space read from the ic-consts for clone engine.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
23002 = jumpsquat timer
23003 = max jumps
23004 = something glide related
23005 = something jab related

etcetc
 

Eternal Yoshi

I've covered ban wars, you know
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Go to the opensa wiki and DL Wiki2PSA. That will get yours up to date.

Is there a requirement that can be triggered by holding the analog stick in the 4 basic directions??

Code:
00 = normal attack button (A by default)
01 = special attack button (B by default)
02 = jump button (X, Y and Up by default)
03 = shield button (L, R and Z by default)
04 = R, L, Z
05 = Unknown (Couldn't trigger this one)
06 = Dpad UP
07 = Dpad DOWN
08 = Dpad RIGHT, Dpad LEFT
09 = Dpad LEFT
0A = Dpad RIGHT
0B = B, X, Dpad RIGHT, Dpad LEFT
0C = Y, X , Dpad UP, Dpad RIGHT
0D = B, Y, X , Dpad UP, Dpad RIGHT, Dpad LEFT
0E = A+B (Both pressed together)
0F = C-Stick (Any Direction)
10 = With a value of "10," the IF statement triggered everytime, regardless of inputting any button...or not pressing anything at all.
11 = Unknown (Couldn't trigger this one)
12 = Unknown (Couldn't trigger this one)
 

[TSON]

Hella.
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No, you need to use a comparison.


*~If Joystick is Pressed Back~*
Compare: IC-Basic[243] >= IC-Basic[77]
243 = 1011
77 = 3149

*~If Joystick is Pressed Forward~*
Compare: IC-Basic[244] >= IC-Basic[77]
244 = 1012
77 = 3149

*~If Joystick is Pressed Up~*
Compare: IC-Basic[250] >= IC-Basic[114]
250 = 1018
114 = 3186

*~If Joystick is Pressed Down~*
Compare: IC-Basic[252] >= IC-Basic[114]
252 = 1020
114 = 3186
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
Here's something that could be useful:

On any character, LA-Bit[61] automatically sets itself to FALSE whenever the character touches the ground or grabs a ledge.
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
ITT: Leaf and ST make progress

Turns out Phantom Wings wasn't very good at counting bit flags. lol Here's a corrected list with some new added ones.

LA-Bit[1] - Cannot die? (PW says this)
LA-Bit[3] - Grabbing ledge
LA-Bit[6] - Is set when you have final smash
LA-Bit[8] - Is set when you have final smash
LA-Bit[10] - Has spicy curry
LA-Bit[11] - Has hammer
LA-Bit[14] - Has starman
LA-Bit[15] - Has screw attack
LA-Bit[18] - Has metal box
LA-Bit[19] - Has bunny hood
LA-Bit[20] - Large or small state from mushroom?
LA-Bit[42] - Has cracker launcher?
LA-Bit[43] - Smash throwing item
LA-Bit[47] - Has assist trophy
LA-Bit[50] - Set when using warpstar or riding dragoon
LA-Bit[53] - Has franklin badge


Most of these will not change your character if you set them. Setting bunny hood does not give you bunny hood speed or jumps, just the sfx on run and jump. lol
 

Eternal Yoshi

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A somewhat off topic question for a Just-For-Fun PSA.

I can't seem to get the Launch Veloctity Variable 1005 to work properly.
When I put it in PSA, it shows up as this:

If Comparison Compare: IC-Basic[237] >= 80(Scalar)
Stuff
Else:
Stuff
End If

Why is that?

Or rather, the requirement doesn't seem to be met in game regardless of launch speed/velocity.

Anyting Wrong here?
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
All variables found when using marth. May not apply to some characters.

RA-Basic[0] - current subaction
RA-Basic[1] - Current special subaction (sideB only on marth)
RA-Basic[2] - Current special action (sideB only on marth)
RA-Basic[5] - Hammer state (141 is standing, 142 running, 143)
RA-Basic[14] - superscope charge level
RA-Basic[26] - Smash charge upon release
RA-Basic[34] - Current angle of cracker launcher
» lowest the cracker launcher variable is
» says 120
» highest is 10

#
» rabasic1 was CED8
#
» rabasic2 was 8
#
» when i was in ice
#
» rabasic6 was 10001 when in smartbomb explosion
#
» rabasic 5 was 1 when in smartbomb explosion
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
all those rabas 5 and below are action specific, like i know you got raba0 when you looked at action 33, which is clearly defined in action 33's syntax as being set equal to icba20000. However, its not always that.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Yeah, I would NOT profile RABAs unless its pertaining to a code specifically. LABAs, RAFloats, and LAFloats, and ICBAs are the ones of interest. RABits might be interesting, too
 

Eternal Yoshi

I've covered ban wars, you know
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I wonder what makes 0E050100 so Important to PK Fire. Maybe it determines the Horizontal speed of it?

It IS in the Momentum section of the Event Module.

The Default is 2. I'll see what happens when I put it to 5.

I don't notice a change....

11190A00 looks like another event for External GFX.

Parameter 0 is XXXXYYYY X=File ID Y=Graphic ID
Parameter 1 is the bone.
Parameter 8 is the size.
Maybe the other parameters are of the XYX offsets and rotations?
 

[TSON]

Hella.
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oTSONo
0E050100 I think is what makes it reset momentum when it hits someone.

0A050100 makes the sound played a bit more... echo-y, doesn't it? Can someone check?
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
Here's something that could be useful:

On any character, LA-Bit[61] automatically sets itself to FALSE whenever the character touches the ground or grabs a ledge.
Just discovered that this isn't the case for every character, unfortunately. Tried it with Yoshi and it didn't work. :c
 

Wave⁂

Smash Legend
Joined
Feb 16, 2006
Messages
11,870
Bump.

.jar files have never really agreed with me, and the Parameters.txt Filefront download link is broken. What do?
 

ss118

Smash Master
Joined
Jan 30, 2006
Messages
3,127
Location
Savannah, Georgia
I guess this is the closest thing to a PSA help thread as I'll get...

I'm currently trying to edit MKs nado so that it does .25% on each of the spinning hits, effectively nerfing the spinning section to 3.75% total damage. The problem is, I do not know how to change the damage so that it works in percentages outside of whole numbers.
 

Toomai

Smash Ace
Joined
Aug 17, 2006
Messages
769
Location
Someplace in Canada
I guess this is the closest thing to a PSA help thread as I'll get...

I'm currently trying to edit MKs nado so that it does .25% on each of the spinning hits, effectively nerfing the spinning section to 3.75% total damage. The problem is, I do not know how to change the damage so that it works in percentages outside of whole numbers.
You can't give a hitbox a base damage that's not an integer. However, there may be a way to cause the attack's hitboxes to be multiplied by a constant, the way attacks like Marth and Ike's Counter are. I wouldn't know how though.
 

Eternal Yoshi

I've covered ban wars, you know
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Marth and Ike's constant can be opened and modded Via Tabuu. I found them.

I'm making Ike's counter do 1.5 times the damage, like Roy's.

The constants are hard coded into a node for the Down special.
 

anivernage

Smash Apprentice
Joined
Mar 28, 2010
Messages
126
what article is the fludd water og mario
i know that 00 cape 01 fireball 02 fludd 03 fsmash ?? water pump?
becaus its located in the motion etc of mario
 

GNKyrios

Smash Cadet
Joined
Jun 24, 2009
Messages
47
is there a way to give cooldown to certain moves? (mostly projectiles), im guessing i can use some variable that changes with time passed but i dunt know where to look.
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
Mine as well post this here too, as no one ever helps with my questions when I make a thread

Can someone tell me what controls run speed in PSA?

When I go to the attributes tab in PSA, I can see walk maximum velocity, but I can't see run maximum velocity, is it possible to edit that with PSA? I'm using version 0.2.1 I believe.
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
Links to AA's updated EventSyntax and Parameters text files are dead.

It would be much appreciated to get a hold of it.

Also, Akuma, the newest version is v1.3 of PSA, you're using an old version.
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
Links to AA's updated EventSyntax and Parameters text files are dead.

It would be much appreciated to get a hold of it.

Also, Akuma, the newest version is v1.3 of PSA, you're using an old version.
I was recommended this version because of some supposed bug with the newest that inflates the file size, but even on that one I cannot see anything that changes the run speed of a character

Thanks for the reply though
 

Eternal Yoshi

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Attribute 1C controls running speed.
Attribute 20 apparently influences running acceleration.

Get an updated attribute list.

Sadly, Wiki2PSA doesn't support attributes atm.
 

Akuma2120

Smash Ace
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Mar 27, 2008
Messages
826
Attribute 1C controls running speed.
Attribute 20 apparently influences running acceleration.

Get an updated attribute list.

Sadly, Wiki2PSA doesn't support attributes atm.
I don't see anything labeled like that, all I see is this:



EDIT: If you mean the run initial velocity then it's not that, I changed it to Sonic's speed and the running speed didn't increase at all
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
your character first dash, then it starts to run, so u have to tweak both.
I copied and pasted EVERYTHING all the way up to jump initial velocity from Sonic's attributes and STILL the speed won't increase even a bit

I'm trying to make this Shadow hack run at Sonic's speed because the author was gonna make a Sonic speed version but he's taking a break so I thought I'd do it for him but I can figure why the speed won't increase no matter how high I put these numbers up, what am I doing wrong?
 

Snoopy

Smash Journeyman
Joined
Jan 3, 2010
Messages
367
Akuma, have you tried editing the run animation yet? if PSA changes aren't doing anything, then that may be the reason.

i'm looking at the Shadow files you pointed out, and it looks like you should make the TransN move farther than it is. currently, the TransN is moving 100 units forward for 106 frames, giving about .94 units of movement per frame. Sonic moves 38.4 units for every 17 frames, giving about 2.25 units of movement per frame. i'd say to put Shadow's TransN to about 238 instead of 100, that way it will match Sonics forward movement.
 

Akuma2120

Smash Ace
Joined
Mar 27, 2008
Messages
826
Akuma, have you tried editing the run animation yet? if PSA changes aren't doing anything, then that may be the reason.

i'm looking at the Shadow files you pointed out, and it looks like you should make the TransN move farther than it is. currently, the TransN is moving 100 units forward for 106 frames, giving about .94 units of movement per frame. Sonic moves 38.4 units for every 17 frames, giving about 2.25 units of movement per frame. i'd say to put Shadow's TransN to about 238 instead of 100, that way it will match Sonics forward movement.
Yea I did this and it worked, thanks
 
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