• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Uninteractive collisions

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
I decided to look into these a little while ago and thought I'd share some information on them. Didn't see much info about these and maybe we can figure them out?


•There are 15 uninteractive collisions that I know of. Any others would be w/ articles. These are all the one's occuring in character .pacs.

King DDD: subactions 1CE and 1CF: the start and loop for his inhale

Kirby: subactions ICF, 23E, 2C1, 2C2: his final smash start, the opening of his mouth for inhale,
the startup of the inhale, and the loop for inhale.

Peach: 1CF: side-b jump

Samus: 1: burst attack (transformation back to samus from ZSS?)

Sheik: 1E4, subroutine@16D30: Final smash component, idk maybe something to do with the transformation?

Snake: 1DA: startup of his downb

Sonic: subroutine@1AFE0: either when he turns into super sonic or reverts to normal sonic... I think.

Wario: 1CF: pre omnomnom

Zelda: 1DE, subroutine@170D0: see sheik

•This collision type includes 17 values

#1 and 2: are always 0 so I have no idea what significance they have other than as filler

#3: the bone (you can tell if you look at Kirby's inhale because the uninteractive collision value at #3 is 190, which codes for Kirby's mouth).

#4: probably size. Look at the range of Kirby's final smash or the "specialnopen" with Wario and Kirby and you'll see why I believe this.

#5: probably z offset, always 0

#6: probably y offset

#7: probably x offset. Look at Zelda/Sheik's final smash x offset for the lolz (300 lolwut!)

#8: always equal to 2 (everyone else) or 6 (Peach, Zelda/Shiek), idk what it means

#9: can be 1 (all bite/inhale stuff + Kirby's final smash and snakes downb), 3FF (Zelda/Shiek stuff and Peach's sideb), or 7 (Sonic)

#10: can be 7 or 3.

#11: True/False, always False

#12: can be F(so 15) or 9. If it involves a revert on a final smash transformation (ie Sonic/Samus) it will be 9, otherwise 15.

#13: can be F or 1.

#14: True/False, always False

#15: 0 or 1. The inhales all are 0.

#16: True/False, varies.

#17: 0 or 1. 1 for Zelda//Shiek and Samus, 0 for everyone else.


Will post more later after classes are done. Obviously there are clear patterns in regards to the moves these occur in (all need to check for the location of opponent hitboxes).
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
I actually discovered this event & labeled most of the params.

We'll label them starting with 0 because that's how PSA rolls. obv.

Param 0: Unknown -- Changing from 0 causes the hitbox to not work
Param 1: ID
Param 2: Bone
Param 3: Size
Param 4: Z offset
Param 5: Y offset
Param 6: X offset
Param 7: Unknown
Param 8: Unknown
Param 9: Air/Ground -- 0 = none of the above, 1 = grounded only, 2 = air only, 3 = both

The rest are unknown.

So yeah, two things that you don't have yet ^
 
Top Bottom