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

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
Messages
5,450
Location
Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
Then use mine.

Code:
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

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
Just putting this here, pasted from the PMBR:
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.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
I'm hex-iliterate, but this sounds like a major, MAJOR breakthrough. Seriously, it's debatably the biggest wall in PSA history [save the one-PSA-per-costume wall]. Question, do u require extra gct codes for this to work? Could u somehow write up a tutorial for this for people like me, who don't understand ur terminology? It would really benefit me and many others.

Good work, good sir. :]
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
1,856
Location
Suburbs of Philadelphia, PA
Well... If you know how Fighter.pac injections work, it's the same principle.

You write the injection the same way as you would for Fighter.pac, and then insert the offset to your subroutine into the character's PAC as a goto or subroutine.

If you don't know how to do Fighter.pac injections, I can go try to dig up a post by shanus or Dantarion, or you could go on the projectm IRC and I'll teach you.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Misc. Stuff.

Slope Model Movement: 18000100 0-6
Setting the 1st parameter to 6 makes the feet and toes stick to the ground, lining up with the possible slope.

Slope Model Movement 2: 18010200 0-6, 1-7
I think this tilts the entire animation to match the slope. Found in C. Falcon's D-Tilt.

aaaaaand

"If Control Stick is Tilted Back"
If Comparison Compare: IC-Basic [1011] =< IC-Basic[3121]
*****Looks Like: IC-Basic [243] =< IC-Basic[49]

Found on C. Falcon's Falcon Punch. Works perfectly. =]
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
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)

Please 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|-----------
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Please 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|-----------
Huh, that's weird. Doesn't Reverse Direction activate at the end of an animation? o_o
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
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
 

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
Messages
5,450
Location
Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
You're welcome. I only added confirmed Ra-bits.

Wind owl was going to look at the flag page another time and make retcons.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
TSON has been bugging me to update for a long time now (it's been half a year since I last updated), so I figured I should at least come in here and say something. As you could probably tell, I don't really feel like keeping up with this thread anymore. So what I'm gonna do is upload the contents of the OP as a text file, and let whoever wants to take charge of this thread (tson?) do so, organizing it as they see fit and keeping it updated.

So, here it is: http://www.megaupload.com/?d=TVJN25E5
 

Michi

Smash Apprentice
Joined
May 27, 2010
Messages
112
Location
Germany
I´ve found no PSA Q&A thread so I post it here.
I´ve hacked the animation from ToonLinks up-Smash (Now he does two up-smashes in one)
But in Brawl only the first up-smash hits the opponent, now I have to change TL´s up-smash in SA, I tried to do it, but I´ve got always the same solution. What do I have to do, that all two up-smashes hit
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
<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
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
<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
Coolbeans. =3

How is it any different from LA-Basic[1]?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Old news, both of you lol.

LA-Basic 1 is compared to IC-Basic23003 to check if your current jump count is equal to the max...
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Hmmm! Are there any other attributes nearby? And can they be changed? (I bet not)
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
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
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
I've been meaning to ask this...where do you find fighter.pac and how do you edit/use it?
 

Wind Owl

Smash Lord
Joined
Feb 1, 2008
Messages
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Location
Suburbs of Philadelphia, PA
It's on the Brawl disc in a couple places, but the easiest to access is in /fighter/ next to all the character folders.

You can't edit it yet, but you can make injections to its location in memory.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
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
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).

39 is the most common set of values for priority.

Values I've noted: there are probably a bunch more obv
01,08
21,22,23,28,29,2B
30,31,32,33,35,38,39,3A,3B,3C,3E

I have a pretty extensive list in excel, anyone who wants to look at priority and discuss it with me should PM me.

Also for the non-smashlab people here:

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)


:lick:
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
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
or let tabuu show them for you!

10dantarion&windowlareawesomes
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Fun discovery!

In correction to what I posted many pages earlier, setting bone = FFFFFFFE will make the graphic effect appear on a random bone. I find it odd it works differently with Ganon's entry graphic, which covers the entire body.

On a side note, some infinite graphics that stay in one place the entire game when called upon can actually be attached to your character if you use the 'External Graphic' command instead of the normal graphic command. It worked both times with graphics 53 and 60, not sure about all the others.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
or let tabuu show them for you!

10dantarion&windowlareawesomes
Yeah just like PSA shows hitstun data lololol. Raw data ≠ extrapolated data.

I think you misunderstood my post. We've all already seen the hitbubbles via the visible hitbubbles hacks. That's not new. What I want to do is large scale comparitive hitbubble range analysis, which cannot be done efficiently with ANY existing smash-hacking program including tabuu. Note "large scale".

What I use is the data from PSA (and now tabuu as well), entered into formatted excel spreadsheets. List manager lets me look at data really efficiently and compare values extremely quickly. I already have the displacement and coverage of every grab in the game (that uses bone 0). With the hurtbubble data I can also look at disjoint.

Adjusting for modified bone collisions is gonna be annoying lol.

Tabuu is amazing, and Dantarion is impressive as ****, but raw and extrapolated data are not the same thing. The really interesting thing with Tabuu is that it has hurtbox data (HAWT), which I can use to calculate disjoint and compare relative disjoint. I will definitely be using Tabuu for the sexy sexy data it makes available.

:p
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Tabuu has a scripting part which can do batch analysis, i.e. I believe with the scripting menu you can do large outputs like that automatically, but WindOwl and Dantarion can correct me.
 

camelot

Smash Ace
Joined
Feb 28, 2009
Messages
597
Location
Northfield, MN
04060100 = skip to frame <scalar>.

Unlike the frame speed command (04070100), this does NOT affect timers, meaning this affects animations only.
 
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