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

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
During hitstun, RA-Bit[16] seems to control meteor canceling. If it is set to true, you can attempt to meteor cancel during hitstun


EDIT I have been trying to figure out hitstun.
Overview
Code:
Action  45 - Hitstun
Changes to Tumble at Animation end and when RA-Bit[17] is set.


Subroutine 1424C
    Unknown Stuff..then..
    14054 - Meteor Cancel
    B644  - Wall Tech Jump?
    B71C  - Wall Tech?
    B7BC  - Ceiling Tech
Subroutine B1FC
    Hit Wall Check with a lot of requirements.
Subroutine B37C
    Hit Ceiling
Subroutine gameAnimCmd_DamageFlyIndirectCommon
    Bigass unknown command
Asynchronous Timer 3 frames
Subroutine gameAnimCmd_DamageFlyIndirectNoReactionCommon
    Same bigass unknown command
Raw Dump
Action 45
Code:
W:\brawl_hax\brawl_dump\fighter\Fighter.pac
Change Action: 2715, ID=49, Requirement=Animation End
              Additional Requirement: Requirement=Bit is Set, RA-Bit[17]
Subroutine: Offset=@1424C
Subroutine: Offset=@B1FC
Subroutine: Offset=@B37C
Subroutine: Offset=@21778
Asynchronous Timer: Frames=3
Subroutine: Offset=@21788
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
It's been a while since I heard about it, but what's the going on with Open SA? Is it released and where would I find it?
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Betas are availible on IRC. I don't want to generate a buzz until OpenSA can edit files. Then ill make an official beta release on SmashBoards.
 

Sph34r

Smash Journeyman
Joined
Feb 15, 2009
Messages
251
Location
palo alto, middlefield road
Is this the right place to ask?

How do I implement DJC into Ness' .pac? I'm asking because I want DJC but I don't want all the other stuff the B+ Ness .pac has. If this isn't the right place feel free to redirect...
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Hey guys. Know how I posted this:

*~If Joystick is Pressed Back~*
Compare: IC-Basic[243] >= IC-Basic[77]
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]

*~If Joystick is Pressed Forward~*
Compare: IC-Basic[244] >= IC-Basic[77]
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]

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

*~If Joystick is Pressed Down~*
Compare: IC-Basic[252] >= IC-Basic[114]
I think you actually need to enter different values than what appears.
Replacing these numbers should work:

*~If Joystick is Pressed Back~*
Compare: IC-Basic[243] >= IC-Basic[77]
243 = 1011
77 = 3149
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]
9 = 21001
254 = 23038

*~If Joystick is Pressed Forward~*
Compare: IC-Basic[244] >= IC-Basic[77]
244 = 1012
77 = 3149
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]
9 = 21001
254 = 23038

*~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

Another note-- I'm finding the Additional Requirements may be unnecessary. I think adding them makes it only register the input when you tap it, rather than hold it

So, please update the main post with these corrections.

Also I'm gonna edit my latest post on sounds real quick and add a few more.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Most excellent. Please to be adding these requirements as well:

Requirement 0C: 2
- hit left wall.
Requirement 0C: 4
- hit right wall.

Requirement 0B
- hit with hitbox
Going back to a really old post, what's the 2 and 4 mean after 0C?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Weird, because IC-Basic works. o_o
Ahh, I comprehend. Yeah, translating IC-Basic[#] turns it into 0000000#. So it actually makes sense that'd work.

Basically the game just reads it as a value regardless of how you have PSA interpret it.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Yo, someone check DK's Neutral B. It's got requirement 0F - dunno what that's supposed to be.

It's also got 02 in Action 12E.
 

MysticKenji

Smash Master
Joined
Jul 15, 2007
Messages
4,341
Location
Orlando, FL / Pittsburgh, PA
0F is in Ganon/Falcon and used to switch to reverse pawnch
and G&W bucket to allow him to use it.

No idea what it is yet though.
It might be a filler req. like 00.

EDIT: Seems like it is.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
It generally seems to be if they are holding the button. Its used in almost every charging animation like punch, sheiks needles, etc.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
It generally seems to be if they are holding the button. Its used in almost every charging animation like punch, sheiks needles, etc.
And yet, all of those loading moves involve NOT holding the button. Even DK's punch.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
I've been looking at G&W's side-b when he gets a one and I noticed that it's the only one where he gets a Float Variable Set: RA-Float[4] = 12... since G&W does 12 damage to himself, I assume that RA-Float[4] has to do with damage to the character themselves...
 

tsunami70875

Smash Journeyman
Joined
Dec 1, 2007
Messages
348
Location
Wisconsin, USA
I've been looking at G&W's side-b when he gets a one and I noticed that it's the only one where he gets a Float Variable Set: RA-Float[4] = 12... since G&W does 12 damage to himself, I assume that RA-Float[4] has to do with damage to the character themselves...
i've tried this before while looking for events for Roy's Flare Blade. it doesn't work by itself. there's got to be more to it.
 

rPSIvysaur

[ɑɹsaɪ]
Joined
Jun 7, 2009
Messages
16,415
It's definitely going to need more investigation, but I feel like it must have to do with something... someone has to investigate it because it's the only plausible explanation to how it would work because if it had to do with the actual action then it would either alot of work for Sakurai to code or it would apply to all of the hammers. I wish I had access to a Wii right now, but alas, swine flu has accursed me and I have to "rest"...
 

D.B.K.

Smash Ace
Joined
Mar 3, 2009
Messages
671
NNID
tinyfuses
I copied over everything I could from G&W's side B to another character without any results.

On a side note, Action 119 (it links to one of the DownB subactions) uses both a positive and a negative value of RA-Float=[4]
 

masamunecyrus

Smash Apprentice
Joined
May 5, 2007
Messages
81
Yessir.

Check it out - I made it so that Captain Falcon says "YESZ!" when he gets a sweetspot with the knee. If he doesn't sweetspot, it just plays the normal sounds. Needless to say, it's pretty awesome. Download <here>.

(I also had to remove the reverse hitbox that was on his butt, because it hit the same frame as the sweetspot, and hitting with that also made him say "YESZ!". This is on vBrawl Falcon.)

Anyway, nice find, Eldiran.
So I'd like to expand this and make him say "PAWNNCH!!" every time he lands a hit, "KICK!!!!" every time he lands a kick, and "Show your moves!" or something similar every time he rolls. Basically the ultimate gag falcon: no moveset modifications, just added SFX. Unfortunately, I've never dealt with PSA before, but the concepts that it uses are not foreign to me.

Could someone direct me to some good resources to begin? I read some of the earlier parts of this post where you can have an event occur on contact with a hitbox, but are there any resources on Captain Falcon's SFX, for instance, or do I have to just experiment with every SFX until I find the right one?

Thanks for any help.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
So I'd like to expand this and make him say "PAWNNCH!!" every time he lands a hit, "KICK!!!!" every time he lands a kick, and "Show your moves!" or something similar every time he rolls. Basically the ultimate gag falcon: no moveset modifications, just added SFX. Unfortunately, I've never dealt with PSA before, but the concepts that it uses are not foreign to me.

Could someone direct me to some good resources to begin? I read some of the earlier parts of this post where you can have an event occur on contact with a hitbox, but are there any resources on Captain Falcon's SFX, for instance, or do I have to just experiment with every SFX until I find the right one?

Thanks for any help.
Ask bboynotgirl on KCMM forums, he made a C. Falcon that has 'yesz' mapped to every hitbox. For the SFX, though, it's just guess and check, but you can find specific SFX by checking out the moves where you hear them.

EDIT:

New discovery, I think. Wario's Down-B has 'If Compare: La-Basic >= [3]' written multiple times, as well as 'If Compare: LA-Basic >=2'. Could this be the fart timer?
 

SymphonicSage12

Smash Master
Joined
Feb 6, 2009
Messages
3,299
does anyone happen to have the knowledge of what each parameter in a throw attack collision and a throw collision are?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Hey guys. Know how I posted this:



I think you actually need to enter different values than what appears.
Replacing these numbers should work:

*~If Joystick is Pressed Back~*
Compare: IC-Basic[243] >= IC-Basic[77]
243 = 1011
77 = 3149
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]
9 = 21001
254 = 23038

*~If Joystick is Pressed Forward~*
Compare: IC-Basic[244] >= IC-Basic[77]
244 = 1012
77 = 3149
Additional Req: Compare: IC-Basic[9] < IC-Basic[254]
9 = 21001
254 = 23038

*~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

Another note-- I'm finding the Additional Requirements may be unnecessary. I think adding them makes it only register the input when you tap it, rather than hold it

So, please update the main post with these corrections.

Also I'm gonna edit my latest post on sounds real quick and add a few more.
There is a much more efficient way to measure these:
Code:
If IC-Basic[1013 (245)] < IC-Basic[3164];
   000B0400: Compare IC-Basic[1019], 0, IC-Basic[3165]
   INPUT JOYSTICK NEUTRAL;
Else
   If 34:
        If IC-Basic[1011(243)] >=0;
                         Input joystick FORWARD;
        Else
                         Input joystick BACK
        EndIf
   Else
        If IC-Basic[1018(250)] >=0;
                         Input joystick UP;
        Else
                         Input joystick DOWN;
        EndIf        
   EndIf
EndIf
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
There is a much more efficient way to measure these:
Code:
If IC-Basic[1013 (245)] < IC-Basic[3164];
   000B0400: Compare IC-Basic[1019], 0, IC-Basic[3165]
   INPUT JOYSTICK NEUTRAL;
Else
   If 34:
        If IC-Basic[1011(243)] >=0;
                         Input joystick FORWARD;
        Else
                         Input joystick BACK
        EndIf
   Else
        If IC-Basic[1018(250)] >=0;
                         Input joystick UP;
        Else
                         Input joystick DOWN;
        EndIf        
   EndIf
EndIf
What does this do exactly? Detect D-Stick directions?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Most excellent. I am copying that down for later use. And now it occurs to me to look for an "if you get hit" requirement in Fighter.pac... if anyone has found such a thing, please let me know.
 

joshl94

Smash Apprentice
Joined
Aug 19, 2009
Messages
148
does anyone know the sound effect ID for shadow saying chaos control?
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Fun discovery, mad fun with Sheik =D

Setting the graphic bone to FFFFFFFE attaches the graphics on the entire body, aka sticks to every bone. Use this to give your character an 'aura' of sorts. =)

Example? Ganon's entry dark flames use this number.

Tidbits:
- Ganon's dark flames [EXGraphic #15, graphic A] can be used by any character, but will only show up if Ganon is in the match.
- Using FFFFFFFE will give a character a 'dark flame' coating, but FFFFFFFF will freeze the game. Go figure.

Things to Check:
- Does this work for hitboxes?

~~~~~~~~

Also, so I don't double post, is there a 'Change Subaction' with a requirement command?
 
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