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Super Smash Bros. Brawl Hacking => Attacks and Animations => Topic started by: Segab on August 04, 2009, 05:10:43 PM



Title: Essential PSA Information
Post by: Segab on August 04, 2009, 05:10:43 PM
- Table of contents -
To find what you're looking for, hit ctrl+F then type the code next to the name of the section.

BEFORE STARTING [0000]
          Latest version of PSA [0010]
          Additional information to run PSA [0020]

SUBACTIONS [1000]
          Loops [1010]
          Timers [1020]
          Variables [1030]
     EVENT LIST: MAIN [1100]
          Body Collision [1110]
          Terminate Collisions [1120]
          Allow Interrupt [1130]
          Generate Article [1140]
          Move Character [1150]
          Rumble [1160]
          Offensive Collision [1170]
               -Bone/Id [1171]
               -Damage [1172]
               -Direction [1173]
               -Shield Damage / Knockback Growth [1174]
               -Base Knockback [1175]
               -Size [1176]
               -Offsets [1177]
               -Tripping Rate [1178]
               -Hitlag Multiplier [1179]
               -Directional Influence Multiplier [117A]
               -Flags values [117B]
     EVENT LIST: GFX [1200]
          Graphic Effects [1210]
          External Graphic Effects[1220]
          Flash Overlay Effects [1230]
          Flash Light Effects [1240]
          Terminate Flash Effect [1250]
     EVENT LIST: SFX [1300]

SPECIALS [2000]
     If [2010]
          If Button Pressed [2011]
     If bit is set: RA-Bit[ # ]  [2020]
     Change Action [2030]
     Change SubAction [2040]
          Pass Frame [2041]
          Additionnal Requirement [2042]

----------------------------------------------------------------

[0000]
Here you will always find the newest release of Smash Attacks, as well as the files and the information you need to get started.
[0010]
Smash Attacks v0.2.1 Beta (http://www.mediafire.com/download.php?odnz2mdgkri)

Updated PSA data (Attributes, Events found by various people) (http://www.megaupload.com/?d=U8UB7OC7)

v0.2.1:
- Fixes Floating point conversion bugs
- Fixes BKG/KGB switch bug

v0.2:
---Enhancements---
-Automatic floating point and Scalar conversion to decimal.
-Full Grid view of Attributes.
-Full modification and adding of subroutines. (subroutines not generated by PSA are limited in what can be modified)
-Removed the option to delete the contents of a subroutine call to prevent further errors.
-Number of jumps added to attribute dictionary.
---Bug Fixes---
-Variable type selection bug.
-Invalid parameter type bug.
-Offensive Collision BKB and BKG swap bug.
-External Graphic File# and Graphic Id swap bug.

[0020]
NTSC users will need to download these character pacs:
http://www.mediafire.com/file/ttdzjrlj1rz (http://www.mediafire.com/file/ttdzjrlj1rz)


PAL has different SFX IDs than NTSC.
I compiled a rip with all PAL pacs, get it here:
http://www.mediafire.com/?zgtwmw2e4wm (http://www.mediafire.com/?zgtwmw2e4wm)


You also need .NET Framework 3.5, or you won't be able to open any files. Get it here:
http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en (http://www.microsoft.com/downloads/details.aspx?FamilyId=333325FD-AE52-4E35-B531-508D977D32A6&displaylang=en)




(the following infos are from me, Dragonrage, Plasmakirby, PhantomWings, Wander, just2good, cookieMONster, paprika killer, Magus420, and kdr4485)


SUBACTIONS[100]

In this part I'll be listing all the values used in Sub Action that I can find.
I will also put all the information I can that talk about Sub Actions.

This is what a Sub Action can look like: (http://img291.imageshack.us/img291/1695/subsubusb.th.jpg) (http://img291.imageshack.us/i/subsubusb.jpg/)
What does all this text mean? Scroll down and find out.


[1010]
You can use Loops pretty much everywhere, so I'll just put this here instead of in a category.

Set Loop:
Sets a loop for X times. The loop will be infinite if you put FFFFFFFF as the value.

Loop Rest:
This must be inside the Set Loop, or it will make the game crash.

Execute Loop:
Executes the previously set loop.


Timers:[1020]
Since PSA 0.2 Beta, we know what the two Timers are:

Asynchronus Timer: starts counting from the beginning of the animation
Synchronus Timer: starts counting when the previous event is done

example:
Asynchronus Timer: frames=4
Offensive Collision
Synchronus Timer: frames=2
Terminate Collisions

The hitbox will appear 4 frames after the beginning of the animation, then will disappear 2 frames after.
Brawl runs at 60fps, so 1 frame = 1/60 second.

(I didn't put this in any specific event list, since they can be used in any of them.)

Variables[1030]
They can be used about anywhere. UMOP explained them very well in a post:
Quote from: UMOP
Variables are a way of holding information, so you can use them later. There are many different types of variables, each designed to store different things. An integer variable (basic in PSA) only holds whole numbers, like 1, 243, or -6. A float variable is for storing numbers with decimal places, like 2.5, 15839.243, or -0.23. A boolean variable, or bit variable, only has two options: yes or no, true or false, set or not set. There are other types, but PSA doesn't really use them.

In addition to what they can hold, which is called the variable's class, there is another property that affects how a variable works called its scope. The scope is how long the variable lasts. In the case of PSA, there are only 3 different scopes, and only two should be used. They are the internal constant (IC), the runtime longterm (LA), and random access (RA). You shouldn't mess with the IC variables, they do important things, and messing those up results in freezing a lot. The difference between the other two is that LA variables keep their value until you change them manually, whereas RA variables reset themselves once they're done being used. Use RA variables when the variable is only used for that move, and if the variable is changed in one move and used in another, use a LA variable. You should also watch out, because some of the variables are already used by the characters, and changing them can mess things up.


1- Main[1100]
(http://img222.imageshack.us/img222/5896/maintbq.jpg)
This event list is used for collision boxes, hit effects and knockback.

Body Collision:[1110]
This sets how the character's own hitboxes act. 00 = normal, 01 = invincible, 02 = intangible.

-normal is how the character normally acts, meaning taking a hit when someone hits him
-invincible is not actual invincible, you take hits as normal, but recieve 0 damage.
-intangible is true invincibility, no taking hits nor damage.
keep in mind that the character will stay in the specified state until explicitly set to
another, so don't forget to reset afterward.


Terminate Collisions:[1120]
No parameters needed. It stops all the previous Collisions in the move. Important to not forget this command or it will crash.


Allow Interrupt:[1130]
As soon as this command is triggered, you can interrupt the current action with any other.


Generate Article:[1140]
This event will generate the chosen article. Articles are props, such as Mario's fireball, each character has props for themselves. This means falco can only use his props, he cannot use Mario's fireball. For a list of all the articles, click here (http://kittycorp.freecp.net/index.php?topic=1163.msg9480#msg9480)


Move Character (Not officially named yet):[1150]
This event it used to make a character go up or down, just like Toon Link's D-air or Lucario's D-air.
To add this, add an event, open it, and change the number (next to cancel) to 0E080400.
Parameter 1: (Scalar) horizontal velocity (positive=forward, negative=backward)
Parameter 2: (Scalar) vertical velocity (positive=up, negative=down)
Parameter 3: (Scalar) 0
Parameter 4: (Value) 1

examples:
Toon Link's D-air: Parameter 2 = -4 (goes down very fast)
Lucario's D-air: Parameter 2 = 0.3 (he goes up just a little, so it makes him stay in place)


Rumble (Not officially named yet): [1160]
Controls the rumble on your controller.
To add this, add an event, open it, and change the number (next to cancel) to 07070200.
Parameter 0 - Controls how big the rumble is.
Parameter 1 - Controls how long the rumble will last.


Offensive Collision: [1170]
This creates a hitbox (collision bubble) with specified parameters.
The parameters are in blue:

Bone/Id:[1171]
-bone: what part of the characters body the relative position of the hitbox should be tied
to. If for example you tied the hitbox to a sword, it would follow it's track during it's
swing. To know which bone is which, take a look at other attacks, or trial and error.
-ID: You need to put the first Offensive Collision's ID to 0. If you put more than one Offensive collision in a row, then you need to name them in order: ID=0, ID=1, ID=2... until there's a "terminate collision". If you have another Offensive Collision after a Terminate Collision, go back to 0.


Damage:[1172]
How much damage this hitbox does upon connection.


Direction:[1173]
When you create an Offensive Collision event, you can also change the angle of the attack.

Here's some examples:
Angle - Hex Value
0     - 0
45   - 2D
90   - 5A
135 - 87
180 - B4
225 - E1
270 - 10E (straight down, for spikes)
315 - 13B
361 - 169 (the Sakurai angle / tripping attacks mostly seem to use this value)
(list by Wander on smashboards)
If you want another angle, use this picture and convert the number in Hex with the Windows calculator.
(http://www.mathsisfun.com/geometry/images/degrees-360.gif)


Shield Damage / Knockback Growth:[1174]
XXXXYYYY:
XXXX is the value for Shield Damage modifier (Most attacks have 0)
YYYY is the value for Knockback Growth (The distance added proportionally to the target's damage)


Base Knockback:[1175]
The distance the target is launched regardless of their damage.


Size:[1176]
How large the hitbox bubble is. Remember it's a bubble, so it's a sphere.


Offsets:[1177]
-Z offset. how the hitbox is moved in the Z plane compared to the bone the bubble it is set to. (Z offset is useless since Brawl is played in the 2D plane.)
-Y offset. see Z offset, in this case the Y plane, or vertical.
-X offset. See Z offset, in this case the X plane, or horizontal.


Tripping Rate:[1178]
The default/average is 0. It's the percent possibility to make your opponent trip when hit by the hitbox.


Hitlag Multiplier:[1179]
The default/average here is 1. A multiplier affecting the time in which both characters pause when the collision bubble connects. As an example, Wolf's f-tilt has a hitlag multiplier of x3.


Directional Influence Multiplier:[117A]
The default/average here is 1. A multiplier affecting the ability for the character to maneuver themselves while suffering from the hitlag generated by this collision bubble. As an example, Wolf's f-tilt has a Directional Influence multiplier of x0.


Flags values:[117B]
BETTER, UPDATED INFORMATION: http://www.smashboards.com/showthread.php?t=286748 (http://www.smashboards.com/showthread.php?t=286748)
When you create an Offensive Collision event, you can change the kind of hit it is by changing the "flags".

The "Flags" value has 8 digits.
I only know what the last 2 digits do:
00 - hit
01 - none
02 - slash
03 - electricity
04 - Ice
05 - Flame
06 - Coin
07 - Cape
08 - Slip
09 - Sleep
0A - none
0B - impale (like DK's side B)
0C - Stun
0E - Flower
0F - none
10 - none
11 - slash 2
12 - hit 2
13 - Darkness
14 - Stun (more like hitlag)
15 - Aura (unfortunately the Aura effect doesn't make all characters get stronger with more damage.)
16 - Impale 2
17 - Down
18 - No Flinch
(list by PhantomWings)

/!\ If the Flags already is 39030280 and you want to add fire to it, it would become 39030285. If you wanted to add Darkness instead, it would become 39030293, because 80 + 13 = 93.
If the Flags was 39030283 and you want an Ice (04) effect on it, it would become 39030284, not 39030287. /!\

If you know what the rest of the Flags do, please post here.


2- GFX[1200]
(http://img15.imageshack.us/img15/3496/gfxtho.jpg)
This event list is used for graphic effects.

Graphic Effects[1210]
(http://img442.imageshack.us/img442/8952/effect.th.jpg) (http://img442.imageshack.us/i/effect.jpg/)
Graphic effects that can be used by any character.
To use those, add a "Graphic effect" event (use the one below Screen Tint, because offsets are messed up with other "Graphic Effects") in the GFX section of a Sub Action. Double-click on it, then change the "graphic" value to one of the following. You can also rotate the effect and give it an offset.

Here's the list of Graphic Effects: http://www.mediafire.com/view/6p65bikqa5qrgvc/External_GFX_IDs.txt (http://www.mediafire.com/view/6p65bikqa5qrgvc/External_GFX_IDs.txt)

External Graphic Effects[1220]
Similar to Graphic Effects. However, those are effects from the ef_<character> file that can be used only by the character, or if that specific character is into the Brawl.
(If you want a Mario External Graphic Effect on Pikachu, it won't work except if Mario is in the match too)
If you want things to go faster, you can open the temp9 file in a hex editor after opening a .pac in PSA. scroll down  a bit and you should see a list of the names of each graphic effect for that character's ef_<character> file. (in order from 0 up)

You also may want to note that File# and GraphicId are switched around when they're shown in the event viewer.



Flash Overlay Effects[1230]
Generates a flash overlay effect over the character.
Use the Red Green and Blue parameters to change the overlay color, and the Alpha parameter for opacity.


Flash Light Effects[1240]
Same thing as Flash Overlay Effect, except there is also angle values.


Terminate Flash Effect:[1250]
No parameters needed. It stops the current Flash effect. I guess that the Flash effect will stay there if you don't use this command.


3- SFX[1300]
(http://img218.imageshack.us/img218/6815/sfxq.jpg)
This event list is used for sound effects.
I'll try to add more info on that later.

Here's a list of all the common SFX for NTSC courtesy of StarWaffle and Albafika:
PSA Brawl Sound Effects [0035 - 0109] (http://www.youtube.com/watch?v=PWF9e1os-x4#ws)




SPECIALS [2000]

In this part I will put all the information I can that talks about Specials, to help everyone to understand.

This is what a Special can look like: (http://img218.imageshack.us/img218/3669/specials.th.jpg) (http://img218.imageshack.us/i/specials.jpg/)
What does all this text mean? Scroll down and find out.


If: [2010]
Starts an If block until an Else or an EndIf is reached.
There is 3 "If" events in the list.
The 1st one only has 1 requirement.
The 2nd one also has a variable requirement. (You can use this one for "Button pressed" requirements)
The 3rd one is like the 2nd one but with a comparison method.

If Button Pressed: [2011]
When you make an "if" event, you can set the requirement to one of those (and more):
-Button Press
-Button Release
-Button Pressed
-Button not Pressed
To use one of those, we need to set which button you're talking about. First, be sure that the "If" you selected is the 2nd one on the event list. Then, change the "variable" to one of the following:
00 = A (normal attack button)
01 = B (special attack button)
02 = X, Y (jump buttons)
03 = R, L, Z (shield buttons)
04 = R, L, Z
05 = ? (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 = ? (Couldn't trigger this one)
12 = ? (Couldn't trigger this one)
(thanks to kdr4485)


If bit is set: RA-Bit[ # ]: [2020]
This is used for conditions related to variables. Go to [1030] for more information.


Change Action: [2030]
Changes the current Action to the one selected once the requirement is met. To know which Action is which, there's a list of almost all the Actions here (http://www.smashboards.com/showpost.php?p=7753586&postcount=1).
There is 4 "Change Action" events in the list, all with different parameters in it. (I'd recommend using the 2nd one, but the other ones are fine too)


Change SubAction [2040]
Changes the current SubAction to the one selected. To know which SubAction is which, just go in the SubAction tab.
There is 2 "Change SubAction" events in the list.
The 1st one is normal.
The 2nd one has a "Pass frame" parameter in it.


Pass Frame: [2041]
As I just said, when you add the second "Change SubAction" event, you will find a "Pass Frame" parameter in it.
Pass Frame simply passes the frame that the current animation is on over to the new animation.
So if you have an air animation that is at frame 14 and you suddenly land on the ground, then the ground animation will start at frame 14 to make for a smooth landing transition.


Additionnal Requirement: [2042]
Use this to add another requirement to a "Change Action" or "Change SubAction" event.
There is 3 "Additionnal Requirement" events in the list.
The 1st one only has a requirement.
The 2nd one adds a variable to the requirement. (You can use this one for "Button pressed" requirements)
The 3rd one is like the 2nd one but with a comparison method.


I don't have a lot of experience with Specials yet, so if you know more, please post here.


Title: Re: Flags effects
Post by: dRage on August 04, 2009, 05:20:37 PM
From what I gathered while hanging around in the Brawl+ PSA chat, the first digit seems to handle priority of some sort.

Almost every move of MK starts with 2 while most other moves start with 3. That would mean 2 is the flag for transcendent priority.

Two digits must also handle the SFX, not sure which ones though.


Title: Re: Flags effects
Post by: Segab on August 04, 2009, 06:03:36 PM
Jigglypuff's side smash's Flags is 39830480
I changed the last digit to 4 (so: 39830484)
now, when I hit someone with more than 2%, he's frozen like if you use the Freezee. If he has 0%, 1% or 2%, you can see icy effects but he won't freeze.

then I tried with her up tilt's Flags, which is also 39830480
I changed the last 2 digits to 04 (so: 39830404)
and it's the same effects, except it lasts shorter and works at 0% too.

...??
does that mean 84 and 04 aren't the same effects?
or it's the same effect but some other settings made those 2 little changes? then it means the 0 in 04 doesn't count, as long as it's not a 1?


Title: Re: Flags effects
Post by: LavaLatte [.Fade] on August 04, 2009, 06:08:04 PM
Can I assume correctly that Down = spike?


Title: Re: Flags effects
Post by: FinalSoraRiku on August 04, 2009, 06:09:31 PM
Can I assume correctly that Down = spike?
Or just change the direction the attack hits the other in.  I'm not sure what "Down" does.


Title: Re: Flags effects
Post by: Segab on August 04, 2009, 06:19:42 PM
Can I assume correctly that Down = spike?
nope, and it's not a meteor or anything.
if it's used while the opponent is on the ground, it makes him fall dead on the stage. not exactly tripping, but it's almost like that.
if it's used while the opponent is in the air, it doesn't have any knockback, but it still does the damage.


Title: Re: Flags effects
Post by: FinalSoraRiku on August 04, 2009, 06:27:13 PM
Can I assume correctly that Down = spike?
nope, and it's not a meteor or anything.
if it's used while the opponent is on the ground, it makes him fall dead on the stage. not exactly tripping, but it's almost like that.
if it's used while the opponent is in the air, it doesn't have any knockback, but it still does the damage.

So it kills you like in stamina or just makes you fall like that?  And it happens to you, right?  Or does it happen to who you hit?


Title: Re: Flags effects
Post by: LavaLatte [.Fade] on August 04, 2009, 06:29:51 PM
I found my own answer: according to Ike's D-Smash, 10E = 270 degrees, which equals a spike ^-^


Title: Re: Flags effects
Post by: Segab on August 04, 2009, 06:32:24 PM
Can I assume correctly that Down = spike?
nope, and it's not a meteor or anything.
if it's used while the opponent is on the ground, it makes him fall dead on the stage. not exactly tripping, but it's almost like that.
if it's used while the opponent is in the air, it doesn't have any knockback, but it still does the damage.

So it kills you like in stamina or just makes you fall like that?  And it happens to you, right?  Or does it happen to who you hit?
it happens to the one you hit, and he doesn't die, he just directly goes to the ground like in stamina but without any animation.
try it out, it's easier to understand when you see it.


also, spikes? cool :D


Title: Re: Flags effects
Post by: dRage on August 04, 2009, 06:38:50 PM
Hm, that's something I heard quite a while ago but one of those hiteffects could have the effect of DK's SideB. You know that pitfall effect?


Title: Re: Flags effects
Post by: milkaholic123 on August 04, 2009, 06:47:59 PM
1D is Sparkles from Zelda.


Title: Re: Flags effects
Post by: LavaLatte [.Fade] on August 04, 2009, 06:49:54 PM
1D is Sparkles from Zelda.

Lol, which sparkles?


Title: Re: Flags effects
Post by: milkaholic123 on August 04, 2009, 06:54:37 PM
 Those sparkles. They are sparkley ^^


Title: Re: Flags effects
Post by: Segab on August 04, 2009, 06:55:25 PM
in her neutral B?


Title: Re: Flags effects
Post by: Gazoinks on August 04, 2009, 06:57:13 PM
What does impale do?  And what's the difference between hit and hit2?


Title: Re: Flags effects
Post by: milkaholic123 on August 04, 2009, 07:03:55 PM
in her neutral B?

No in her Side Smash, Up Smash, Air Attacks.


Title: Re: Flags effects
Post by: Segab on August 04, 2009, 07:22:35 PM
in her neutral B?

No in her Side Smash, Up Smash, Air Attacks.
uh.. I just tried with Mario and it doesn't have any effects


Title: Re: Flags effects
Post by: Segab on August 04, 2009, 07:38:29 PM
Hm, that's something I heard quite a while ago but one of those hiteffects could have the effect of DK's SideB.
it's impale


Title: Re: Flags effects
Post by: milkaholic123 on August 04, 2009, 07:39:38 PM
Oh. It worked for me. Unless I plug in the wrong code....


Title: Re: Flags effects
Post by: Plasmakirby on August 05, 2009, 05:26:35 AM
Oh. It worked for me. Unless I plug in the wrong code....

did you try it on someone besides zelda/shiek?


Title: Re: Flags effects
Post by: LavaLatte [.Fade] on August 05, 2009, 05:52:26 AM
0 and 1 can be interchanged with 8 and 9, respectively; they might have slightly different effects too.


Title: Re: Flags effects
Post by: Bonzai on August 05, 2009, 08:54:02 AM
Ah thanks, I really needed this topic. (Ganondorf will be unstoppable)


Title: Re: Effects values
Post by: Segab on August 05, 2009, 10:49:03 AM
I added angles and some External Graphic effects I found on smashboards.


Title: Re: Effects values
Post by: LavaLatte [.Fade] on August 05, 2009, 12:01:03 PM
I can't get the lightning or aura to work =/ Do you put them on an 'External Graphics' line? What exactly do you put in the Graphics parameters? And does this apply to the whole body or just one body part?


Title: Re: Effects values
Post by: Finman702 on August 05, 2009, 12:08:34 PM
Ooooo. Thanks for this list.
Is there something for Lucas' hexagons?


Title: Re: Effects values
Post by: Segab on August 05, 2009, 12:13:11 PM
I can't get the lightning or aura to work =/ Do you put them on an 'External Graphics' line? What exactly do you put in the Graphics parameters? And does this apply to the whole body or just one body part?
I'll try them just to be sure.
Maybe they're just normal Graphics.
Ooooo. Thanks for this list.
Is there something for Lucas' hexagons?
those would be normal Graphics, so you won't be able to use that outside Lucas.
to find what is the id of that effect, just search in his pac file, you'll find it in a subaction somewhere.


Title: Re: Effects values
Post by: LavaLatte [.Fade] on August 05, 2009, 12:21:20 PM
I can't get the lightning or aura to work =/ Do you put them on an 'External Graphics' line? What exactly do you put in the Graphics parameters? And does this apply to the whole body or just one body part?
I'll try them just to be sure.
Maybe they're just normal Graphics.

Thanks, tell me what you find out =D



Title: Re: Effects values
Post by: Segab on August 05, 2009, 01:01:57 PM
Thanks, tell me what you find out =D
hmm... nope.. I can't make them work. (I tried 2 of them)

I'll remove them from the list, then. They're not what I was looking for.


Title: Re: Effects values
Post by: Finman702 on August 05, 2009, 01:18:08 PM
I can't get the lightning or aura to work =/ Do you put them on an 'External Graphics' line? What exactly do you put in the Graphics parameters? And does this apply to the whole body or just one body part?
I'll try them just to be sure.
Maybe they're just normal Graphics.
Ooooo. Thanks for this list.
Is there something for Lucas' hexagons?
those would be normal Graphics, so you won't be able to use that outside Lucas.
to find what is the id of that effect, just search in his pac file, you'll find it in a subaction somewhere.
ooh, that makes sense XD. I'm going to have to try this out.


Title: Re: Effects values
Post by: Segab on August 05, 2009, 01:32:55 PM
Thanks, tell me what you find out =D
hmm... nope.. I can't make them work. (I tried 2 of them)

I'll remove them from the list, then. They're not what I was looking for.
nvm, they aren't External Graphic effects, they're Graphic effects. But you can still use them on any character.
*adds them back*


Title: Re: Effects values
Post by: Ice God64 on August 05, 2009, 02:29:14 PM
Oh God this is useful!

Also, one little correction: 4C is more like Fireworks, red and THEN blue.


Title: Re: Effects values
Post by: Segab on August 05, 2009, 02:42:45 PM
ok I changed it ;]


Title: Re: Effects values
Post by: FinalSoraRiku on August 05, 2009, 07:42:44 PM
TL's Attack11 flag is 3A830202, so for fire it would be 3A830207, right?  I added five :).


Title: Re: Effects values
Post by: Segab on August 05, 2009, 07:46:02 PM
no, you don't add the last digit, just the one before.

So basically, you're changing a Slash effect into a Fire effect: from 02 to 05.


Title: Re: Effects values
Post by: FinalSoraRiku on August 05, 2009, 07:47:24 PM
I don't know why I thought otherwise.


Title: Re: Effects values
Post by: STUFF2o on August 05, 2009, 07:57:36 PM
Wow, this is one useful thread. Is there any way to get graphic effects to form automatically around a model (what I think Phoenix Mario's sword code does)? And is there an effect file for Captain Falcon's Falcon (from his pawnch) or Ganon's sword?


Title: Re: Effects values
Post by: Apocolypse3000 on August 05, 2009, 08:13:03 PM
i just saw this post. thank you thank you thank you thank you. this is practically everything.


Title: Re: Effects values
Post by: Reaver Ind. on August 05, 2009, 09:28:08 PM
Are External Graphic Effects different for regular Graphic Effects?  Because I was trying to have the 5A- more stars to come off of ness' body while standing.


Title: Re: Effects values
Post by: NerdWithAnAfro on August 05, 2009, 10:14:25 PM
Alright.... i have given up on trying to find it myself therefore i have came to ask if anyone can figure out where pikachus Down B Lightning is... i need it to finish up my moveset and i am having complications finding it myself(i have a headache because of it and i'm going to bed)

also, it is not 09. i know from experience and if i am wrong, please yell at me.


Title: Re: Effects values
Post by: Segab on August 05, 2009, 11:21:40 PM
Alright.... i have given up on trying to find it myself therefore i have came to ask if anyone can figure out where pikachus Down B Lightning is... i need it to finish up my moveset and i am having complications finding it myself(i have a headache because of it and i'm going to bed)

also, it is not 09. i know from experience and if i am wrong, please yell at me.
Graphic Effects 9, B, 13 and 11 are mentionned in his down B
if you look at the list, it says 13 = lighting
try that


Title: Re: Effects values
Post by: milkaholic123 on August 06, 2009, 08:36:23 AM
000E00D is Zelda's rings (Thinks to .Fade)


Title: Re: Sub Action values and help
Post by: Segab on August 06, 2009, 08:38:54 AM
Huge update :D


Title: Re: Sub Action values and help
Post by: NerdWithAnAfro on August 06, 2009, 08:59:56 AM
I think i already tried that one and it was the lightning that surrounds him when the thing i want to edit hits. though ill try again and edit this post if it works.


Title: Re: Sub Action values and help
Post by: NerdWithAnAfro on August 06, 2009, 09:30:23 AM
I Just Figured it out! when i was expiementing earlier with putting the D-B as the final smash, i realized that i couldnt get the SpecialLwHit to work with it, though the lightning will still shoot! though when you look at SpecialLw, you think that all it is is just flashes, that's because it is! and so is pikachu's B move! because of this, i am guessing the the lightning effect is Alpha 50! i really hope im right, cause if im not, that means that i wont be able to find that lightning!


Title: Re: Sub Action values and help
Post by: Segab on August 06, 2009, 09:39:18 AM
Alpha is the transparency
and I think Flash effects just change the color of the character
I don't think you're right :|


Title: Re: Sub Action values and help
Post by: NerdWithAnAfro on August 06, 2009, 09:43:08 AM
yah... i just realized that. but then where could the Lightning gfx be programmed in SpecialLw?


Title: Re: Sub Action values and help
Post by: Kevinrus778 on August 06, 2009, 09:54:06 AM
000E00D is Zelda's rings (Thinks to .Fade)


What I want to know is what the 'E' in 000E000D is...It looks like it's the same thing Phoenix Mario used, but instead of 'E', he has '1'...What is this digit for???


Title: Re: Sub Action values and help
Post by: drsusredfish on August 06, 2009, 04:05:09 PM
any one know what the set loop and execute loop do. It seems like its the start of an animation and the reverse of that same animation but im not sure.


Title: Re: Sub Action values and help
Post by: Kevinrus778 on August 06, 2009, 04:26:05 PM
It'll do whatever you have in between Set Loop # times, and Execute Loop # amount of times...From what I can tell at least.


Title: Re: Sub Action values and help
Post by: Segab on August 06, 2009, 04:46:37 PM
everytime I try to put an Execute Loop event, it results on crashing... There's something I'm missing.


Title: Re: Sub Action values and help
Post by: Ice God64 on August 06, 2009, 06:09:49 PM
Okay, I studied the middle two bytes(The middle 4 numbers), and here's my results:

I gave Lucario's Dair a freeze effect, and:
00 01 - Always froze the opponent and simultaniously killed them off the top.
FF 00 - Always hit, but only froze the opponent at 150%+
06 37 - The attack never hurt at all
00 FF - Same as 0637
FF FF - Always hit, and would always freeze the oppenent if above 140%
80 FF - Never hit.
FF 2C - Worked fine, but didn't freeze others until ~120%
83 2C - Similar to FF 2C

All of these were tested with the first byte as 39, and the last as 04. The original flag I "Borrowed" for testing was 39 83 2C 04, which on Lucario's standard A combo froze the opponent every time without fail. My thoughts are that these two bytes are connected, as for how though, I'm not sure.


Title: Re: Sub Action values and help
Post by: Segab on August 06, 2009, 07:03:36 PM
...wait
I'll try something, and I'll edit this post once I'm done.
I'm testing this on Luigi's neutral A (39030200), but I'm adding an Ice effect and changing "0302" like you did.

39XX YY03

XX YY
01 01 - Normal hit with some icy effects around. Doesn't freeze the ennemy, not even at 999%
01 80 - Same as 01 01
01 FF - Same as 01 01
80 01 - Can't hit the ennemy (he doesn't flinch and he doesn't get any damage)
80 80 - Same as 80 01
80 FF - Same as 80 01
FF 01 - Same as 01 01
FF 80 - Same as 01 01
FF FF - Same as 01 01

Conclusions? XX80YYYY makes the more uneffective.
Other conclusions? no. just wtf.

"FF FF - Always hit, and would always freeze the oppenent if above 140%" I couldn't freeze the other player at all.. how are our results so different? Can't be the other values, they were the same.


Title: Re: Sub Action values and help
Post by: Kevinrus778 on August 06, 2009, 09:31:48 PM
everytime I try to put an Execute Loop event, it results on crashing... There's something I'm missing.

Segab, you need a Loop Rest the line before an "Execute Loop" command.


Title: Re: Sub Action values and help
Post by: Segab on August 06, 2009, 10:02:24 PM
if you do that, it doesn't loop at all, it just plays the SubAction once..
but if I put "Loop Rest" after "Execute Loop", then it loops :D


Title: Re: Sub Action values and help
Post by: Just2good on August 07, 2009, 07:57:15 AM
Im done with my Marth for now (Still working on it but wont for awhile). So I'm going to go Graphic ID hunting and ill gladly post my list. =D


Title: Re: Sub Action values and help
Post by: PhantomWings on August 07, 2009, 11:47:41 AM
If you want things to go faster, you can open the temp9 file in a hex editor after opening a .pac in PSA. scroll down  a bit and you should see a list of the names of each graphic effect for that character's ef_<character> file. (in order from 0 up)

Edit: You also may want to note that File# and GraphicId are switched around when they're shown in the event viewer.


Title: Re: Sub Action values and help
Post by: Segab on August 07, 2009, 12:05:14 PM
If you want things to go faster, you can open the temp9 file in a hex editor after opening a .pac in PSA. scroll down  a bit and you should see a list of the names of each graphic effect for that character's ef_<character> file. (in order from 0 up)

Edit: You also may want to note that File# and GraphicId are switched around when they're shown in the event viewer.
and those can't be used by another character?


Title: Re: Sub Action values and help
Post by: PhantomWings on August 07, 2009, 12:19:09 PM
If you call a graphic from another character's file, they'll only appear if that other character is loaded into the match. But yeah, those are the external graphic effects.


Title: Re: Sub Action values and help
Post by: AwesomeTurtwig on August 07, 2009, 07:13:48 PM
If you call a graphic from another character's file, they'll only appear if that other character is loaded into the match. But yeah, those are the external graphic effects.

Are you really Phantom Wings?


Title: Re: Sub Action values and help
Post by: Jose Gallardo on August 07, 2009, 11:04:31 PM
Oh wow, I think I just found an exploit in the PSA. If it works, then damn, it will be...

*Does not finish the sentence due to irreversible hype that may cause people to be disappointed if it doesn't work, thus hating me for giving people false hope*

I'm 80% sure it will work. Be back later to share my results.


Title: Re: Sub Action values and help
Post by: Shukaku on August 07, 2009, 11:09:15 PM
@Jose Gallardo

Hmm...wonder what it is?


Title: Re: Sub Action values and help
Post by: Jose Gallardo on August 07, 2009, 11:25:48 PM
I'm working on it right now. All I can say is that it will involve the use of a Brawl ISO.

...Something Phantom Wings possibly never intended the PSA to achieve. PSA+S... if it works...


Title: Re: Sub Action values and help
Post by: Shukaku on August 07, 2009, 11:34:21 PM
Ooooh,I have one.So even if it doesn't work would you still tell me atleast?


Title: Re: Sub Action values and help
Post by: Jose Gallardo on August 07, 2009, 11:39:51 PM
I don't want to say what it is yet because I'm still unsure whether it will work or not. And if it does work, I want it to be a surprise. I will contact Phantom Wings about this, and if he is able to "alter" something in particular, then there won't be a need for an ISO and people will be able to take the shorter route.


Title: Re: Sub Action values and help
Post by: Shukaku on August 07, 2009, 11:41:19 PM
Either way, I still can't wait! Seems awesome.


Title: Re: Sub Action values and help
Post by: AwesomeTurtwig on August 07, 2009, 11:47:21 PM
You know who I am jose... right?


Title: Re: Sub Action values and help
Post by: Jose Gallardo on August 08, 2009, 02:46:39 AM
Yes, you are Bleamix from Youtube.


Also, has anybody found an Assist Trophy Sound effect ? If I can just find one AT-SFX value, then I can find the rest.


:af2: ... and  my test results from the PSA exploit were a success

I have now sent Phantom Wings a message via carrier pigeon to see what can be done about it


Title: Re: Sub Action values and help
Post by: catgowoof on August 08, 2009, 03:01:00 AM
Are you possibly working on custom sound effects?


Title: Re: Sub Action values and help
Post by: FinalSoraRiku on August 08, 2009, 06:48:10 AM
Yes, you are Bleamix from Youtube.


Also, has anybody found an Assist Trophy Sound effect ? If I can just find one AT-SFX value, then I can find the rest.


:af2: ... and  my test results from the PSA exploit were a success

I have now sent Phantom Wings a message via carrier pigeon to see what can be done about it
...
I've been thinking about putting AT sounds on one of my characters...


Title: Re: Sub Action values and help
Post by: Just2good on August 08, 2009, 07:17:55 AM
More Graphic IDs (Editing this post while im hunting)

B Flat Circle Smoke ------
C Spherical Smoke
D Normal Dash Smoke
E Normal Jump Type Smoke
F Lower Part of a Starting Smoke Tornado
11 Light Flash
12 Small Explosion w/ Smoke
14 Huge Shield (L,R Shield)
16 Shield (When you shield at perfect timing)
17 Red SHOOPDAWOOP (I call using this first)
19 Small Fire Explosion with Smoke
20 Small bubble that pops
22 White Smoke
23 Medium Size Fire Explosion with Smoke
24 Normal Jump Graphic
25 Cooler Jump Style Graphic
2A White Explosion thing
2B Small Lightning Effect
2C Small Red Vortex Thing
2D Small Orange Dots that make a diamond
2E Small Dot Thing
2F BUBBLES!!!!
3C Ice Shattering
3D PARTYBALL CONFETTI OMG!!
3E Iceberg (When a character gets frozen)
3F Snowflake
40 Frost Smoke
41 Fire explosion (non smoke)
42 Smokeball smoke(changes color too!!)
43 Circular Lightning
44 Thunder Striking Down (Keep secret for now pl0x D:)
45 Mud (When you get grounded) (dig)
46 Spinning Flat Circle thing ------
47 Animated Circle type thing (like an unfinished portal you can jump through)
48 Animated Sphere that changes color (Really cool)
49 Flash Fire Flare (awesome)
4A Dark Circle with flames flowing off (<-----0) D:
5C A Lot of Yellow Stars
5D A lot of Small White Stars
5E Infinite loop of BUBBLES!!!!!
5F Spinning Circle thing with Lightning on the edges


Title: Re: Sub Action values and help
Post by: Kevinrus778 on August 08, 2009, 08:02:03 AM
Ahah, Jose, that caused even more hype and suspense than if you just told us!!! -_-

EDIT: Cool, good to know Jose *Begs for PM about what it is* ^_^


Title: Re: Sub Action values and help
Post by: Shukaku on August 08, 2009, 09:37:39 AM
When exactly will we get the "surprise"?


Title: Re: Sub Action values and help
Post by: FinalSoraRiku on August 08, 2009, 10:04:15 AM
When exactly will we get the "surprise"?
Probably when Jose_Gallardo gets a reply for PW.


Title: Re: Sub Action values and help
Post by: dRage on August 08, 2009, 11:49:52 AM
More Graphic IDs (Editing this post while im hunting)

3C Ice Shattering
3E Iceberg (When a character gets frozen)
3F Snowflake
40 Frost Smoke

YES!
Finally universal ice GFX. Now I can get back to work on my water/ice Ike.


Title: Re: Sub Action values and help
Post by: Ice God64 on August 08, 2009, 01:28:15 PM
"FF FF - Always hit, and would always freeze the oppenent if above 140%" I couldn't freeze the other player at all.. how are our results so different? Can't be the other values, they were the same.

Well, I got the same thing. the flag i put into Lucario's Dair originally would only freeze after X amount of damge was taken on his Dair, even though when it was in his standard A combo, it would freeze every time regardless.


Title: Re: Sub Action values and help
Post by: Finman702 on August 08, 2009, 05:23:07 PM
More Graphic IDs (Editing this post while im hunting)

3C Ice Shattering
3E Iceberg (When a character gets frozen)
3F Snowflake
40 Frost Smoke

YES!
Finally universal ice GFX. Now I can get back to work on my water/ice Ike.

I propose a guide, you could make it while you make the new pac. I would love a nice guide on how to effectively change B moves.  :af:


Title: Re: Sub Action values and help
Post by: Segab on August 08, 2009, 05:29:54 PM
look at his .pac file, you should understand more with it.


Title: Re: Sub Action values and help
Post by: Jose Gallardo on August 08, 2009, 05:36:36 PM
...has anybody found an Assist Trophy Sound effect ? If I can just find one AT-SFX value, then I can find the rest.

So I'm guessing its a "non" on this? Oh well, I found a long list of Sound Effects already. The relative ones are usually next to each other, so I'm skipping a few.


Title: Re: Sub Action values and help
Post by: Finman702 on August 08, 2009, 06:52:07 PM
look at his .pac file, you should understand more with it.
Okay, i tried with Phoenix Mario and didn't get much out of it XD. I know how to change animation, damage, starting to understand knockback, SFX, im starting to get hitboxes. I'm mostly having trouble with... the adding graphics. I have been trying to make Lucas shoot lighting horizontal, but I haven't had much headway XD. And Dragonrage's B move flows very well. But your probably right, I should be able to get it in a few days by looked at some pacs.


Title: Re: Sub Action values and help
Post by: Untouch on August 08, 2009, 06:54:18 PM
Changing b moves is hard lol


Title: Re: Sub Action values and help
Post by: Finman702 on August 08, 2009, 08:20:13 PM
I agree, I have pretty much everything done, other than a new b move I want DX. I cant seem to get it though.


Title: Re: Sub Action values and help
Post by: Segab on August 08, 2009, 10:27:47 PM
the most simple way to create a B move is by making it just load a SubAction, and change that SubAction at your will.
but special moves can be much more complicated than that, with variables.


Title: Re: Sub Action values and help
Post by: Finman702 on August 08, 2009, 11:30:27 PM
I figured that, but does changing the specials tab make it a lot better? And out of curiosity how would YOU go about changing Lucas' Neutral B to a lightning blast like move, that is if you dont mind helping me with this XD. I do appreciate all the help you've given me already.


Title: Re: Sub Action values and help
Post by: Segab on August 09, 2009, 10:29:12 AM
uh.. I'd make it load a Sub Action, and in the Sub Action I would add a couple of graphic effects that looks like lightnings, and then I would add small hitboxes where the lightnings appear.


Title: Re: Sub Action values and help
Post by: Untouch on August 09, 2009, 10:31:45 AM
Making special moves almost always freezes the character.


Title: Re: Sub Action values and help
Post by: Kevinrus778 on August 09, 2009, 11:43:23 AM
Making special moves almost always freezes the character.

This happens often only if you don't have the right "actions" not to be mistaken with subactions. We're talking about landing, falling, etc. If you don't have those there, they will be the main cause for freezing/t-stancing <_<


Title: Re: Sub Action values and help
Post by: Finman702 on August 09, 2009, 12:02:12 PM
uh.. I'd make it load a Sub Action, and in the Sub Action I would add a couple of graphic effects that looks like lightnings, and then I would add small hitboxes where the lightnings appear.

Okay thanks, that sounds good. I will just have to find some good lightning FX. shouldn't be too hard.


Title: Re: Sub Action values and help
Post by: Kevinrus778 on August 09, 2009, 12:05:56 PM
uh.. I'd make it load a Sub Action, and in the Sub Action I would add a couple of graphic effects that looks like lightnings, and then I would add small hitboxes where the lightnings appear.

Okay thanks, that sounds good. I will just have to find some good lightning FX. shouldn't be too hard.

Yeah, a good place to look would just be in Lucas's special SubActions


Title: "Specials" infos
Post by: Segab on August 09, 2009, 02:39:37 PM
In this thread I will put all the information I can that talks about Specials, to help everyone to understand.

This is what a Special can look like: (http://img218.imageshack.us/img218/3669/specials.th.jpg) (http://img218.imageshack.us/i/specials.jpg/)
What does all this text mean? Scroll down and find out.


Set Loop:
Sets a loop for X times. The loop will be infinite if you put FFFFFFFF as the value.

Loop Rest:
This must be inside the Set Loop, or it will make the game crash.

Execute Loop:
Executes the previously set loop.


If:
Starts an If block until an Else or an EndIf is reached.
There is 3 "If" events in the list.
The 1st one only has 1 requirement.
The 2nd one also has a variable requirement.
The 3rd one is like the 2nd one but with a comparison method.


If bit is set: RA-Bit:
RA-Bit[18] stands for Bit type Random Access variable #18. From what I understand Bit variables can only be set to true or false and Random Access variables can only be used in the move that calls them, as in they aren't stored longer than that specific move. It's probably used to control certain things in the move.

It is better if the variable is not used by any other character or it might mess up with their attacks. I guess it should be ok if you use a variable above 100.


Change Action
Changes the current Action to the one selected once the requirement is met. To know which Action is which, there's a list of almost all the Actions here (http://www.smashboards.com/showpost.php?p=7753586&postcount=1).
There is 4 "Change Action" events in the list, all with different parameters in it. (I'd recommend using the 2nd one, but the other ones are fine too)


Additionnal Requirement
Use this to add another requirement to a "Change Action" or "Change SubAction" event.
There is 3 "Additionnal Requirement" events in the list.
The 1st one only has a requirement.
The 2nd one adds a variable to the requirement. (You can use this one for "Button pressed" requirements)
The 3rd one is like the 2nd one but with a comparison method.

If Button Pressed:
When you make an "if" event, you can set the requirement to one of those (and more):
-Button Press
-Button Release
-Button Pressed
-Button not Pressed
To use one of those, we need to set which button you're talking about. First, be sure that the "If" you selected is the 2nd one on the event list. Then, change the "variable" to one of the following:
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 = ? (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 = ? (Couldn't trigger this one)
12 = ? (Couldn't trigger this one)
(thanks to kdr4485)


Change SubAction
Changes the current SubAction to the one selected. To know which SubAction is which, just go in the SubAction tab.
There is 2 "Change SubAction" events in the list.
The 1st one is normal.
The 2nd one has a "Pass frame" parameter in it.

Pass Frame:
As I just said, when you add the second "Change SubAction" event, you will find a "Pass Frame" parameter in it.
Pass Frame simply passes the frame that the current animation is on over to the new animation.
So if you have an air animation that is at frame 14 and you suddenly land on the ground, then the ground animation will start at frame 14 to make for a smooth landing transition.



I don't have a lot of experience with Specials yet, so if you know more, please post here.


Title: Re: "Specials" infos
Post by: drsusredfish on August 09, 2009, 05:12:55 PM
What do the set loop, loop rest, and execute loop actually do? I tried changeing the number of loops and i didn't notice a change. Also how do you slow down an aniation.


Title: Re: "Specials" infos
Post by: Segab on August 09, 2009, 06:42:39 PM
I'll give you an example:

Synchronous Timer: frames = 1
Set Loop infinite:
     Offensive Collision 1 (blah blah)
     Synchronous Timer: frames = 1
     Offensive Collision 2 (blah blah)
     Loop Rest
Execute Loop
Asynchronous Timer: frames = 120
Allow Interrupt

this would loop the two Offensive Collisions back and forth, and allow you to stop the loop after about 2 seconds.
This is an example that would work in SubAction, but probably not in Specials because of the Offensive Collisions. But loops look like this most of the time.


you can't slow down animations yet, since we can't edit animations.


Title: Re: "Specials" infos
Post by: Kevinrus778 on August 09, 2009, 07:30:25 PM
I think it should actually be for like 4 seconds, since apparently the Wii rends 30fps. Just saying ^_^


Title: Re: "Specials" infos
Post by: Segab on August 09, 2009, 07:38:00 PM
it's 60fps for Brawl.


Title: Re: "Specials" infos
Post by: Kevinrus778 on August 09, 2009, 08:00:07 PM
O_o really? Sweet.

Good to know Segab!

(Btw, do you have the update for it?)


Title: Re: "Specials" infos
Post by: Segab on August 09, 2009, 10:50:15 PM
tomorrow. didn't have time today. but let's keep it to PMs.

and yeah it's good to know, I will add it to the SubAction infos next to Timers.


Title: Re: "Specials" infos
Post by: Finman702 on August 09, 2009, 11:04:03 PM
Yessssssssss, Thanks again. Keep it coming with all this PSA info, Segab XD.


Title: Re: "Specials" infos
Post by: Oizen on August 09, 2009, 11:06:39 PM
Tomarrow you should make a step by step video to show how to make these for people who are confused by numbers and stuff.

 :af2:


Title: Re: "Specials" infos
Post by: Kevinrus778 on August 10, 2009, 11:06:05 AM
tomorrow. didn't have time today. but let's keep it to PMs.

and yeah it's good to know, I will add it to the SubAction infos next to Timers.

K, my bad.

Yeah, definitely good idea. That should help with setting up the timing between chained attacks and such.


Title: Re: "Specials" infos
Post by: Segab on August 10, 2009, 11:21:51 AM
Tomarrow you should make a step by step video to show how to make these for people who are confused by numbers and stuff.

 :af2:
I'm still confused with numbers because of PSA 0.2
but yeah I'll make a video one day.


Title: Re: "Specials" infos
Post by: Kevinrus778 on August 10, 2009, 11:38:26 AM
Yeah. Even though the numbers are a bit cleaned up, now we have to get used to the cleaned up numbers and their distances...


Title: Re: "Specials" infos
Post by: Oizen on August 10, 2009, 12:33:28 PM
Tomarrow you should make a step by step video to show how to make these for people who are confused by numbers and stuff.

 :af2:
I'm still confused with numbers because of PSA 0.2
but yeah I'll make a video one day.

I pray that day is soon, Im too lazy to learn this stuff.
:(


Title: Re: "Specials" infos
Post by: Finman702 on August 10, 2009, 01:31:10 PM
Its hard. =[


Title: Re: "SubActions" infos
Post by: Kevinrus778 on August 10, 2009, 03:36:52 PM
I've been doing some Grahpics research, and this is what I've found so far!

80 Glass Shatter
81 Big Electric Blast
82 Small White flashing circle within Big Red flashing circle
83 Permanent Sparkles
84 Permanent (Really Bright) White Ball of Energy
85 Small Red Lightning
86 Cloud of Dust
87 Green Ball of Energy

Note, there's nothing after 87 apparently.


Title: Re: "Specials" infos
Post by: nub on August 10, 2009, 05:47:30 PM
Would it be possible to remove Mario's FLUDD and bring back Mario Tornado? That's the only thing I really wanna see.


Title: Re: "Specials" infos
Post by: Kevinrus778 on August 10, 2009, 05:50:43 PM
Would it be possible to remove Mario's FLUDD and bring back Mario Tornado? That's the only thing I really wanna see.


It has been done already:  HERE (http://kittycorp.freecp.net/index.php?topic=1075.0)


Title: Re: "Specials" infos
Post by: Segab on August 10, 2009, 05:51:26 PM
lol, faster than me


Title: Re: "Specials" infos
Post by: Kevinrus778 on August 10, 2009, 05:53:09 PM
lol, faster than me

xD Yeah. Still not as good at editing, but I'm getting there (Kinda?)


Title: Re: General PSA Information
Post by: Segab on August 11, 2009, 12:13:47 PM
yeah you're getting good ;)


I merged "SubAction infos" and "Specials infos" into one thread
(so some comments might seem out of place.. lol)
I'll make a table of contents so it's easier to find what you want.


Title: Re: General PSA Information
Post by: dRage on August 11, 2009, 01:54:50 PM
Good idea, I think we can throw the stuff from my closed sticky in here as well.


Title: Re: General PSA Information
Post by: Segab on August 11, 2009, 02:10:13 PM
ok I'll add that once I put the table of content.


Title: Re: General PSA Information
Post by: Segab on August 11, 2009, 08:59:02 PM
Some guys on SmashBoards found out how to make your character go down, like Toon Link's D-air.
But what's cool is that you can use it to go up too!

check the first post to know how to add this to a move.


Title: Re: General PSA Information
Post by: Oizen on August 11, 2009, 09:03:33 PM
Some guys on SmashBoards found out how to make your character go down, like Toon Link's D-air.
But what's cool is that you can use it to go up too!

check the first post to know how to add this to a move.

so, reverse meteor smashing? O.O


Title: Re: General PSA Information
Post by: Segab on August 11, 2009, 09:21:11 PM
wut no
we could make custom Up B moves with that :D
it moves the character even if you don't hit anyone


Title: Re: General PSA Information
Post by: dRage on August 12, 2009, 04:11:25 AM
I've seen that discovery yesterday, but did you tested giving it to moves that didn't originally had it?

I tried adding the commands of TL' dair to Ike's dair but it didn't affect him at all.


Title: Re: General PSA Information
Post by: Just2good on August 12, 2009, 05:16:58 AM
Here is something interesting that I found out.

Event ID: 07070200 - Controls the rumble on your controller
Parameter 0 - Controls how big the rumble is.
Parameter 1 - Controls how long the rumble will last. (Frames I think)


Title: Re: General PSA Information
Post by: Segab on August 12, 2009, 11:21:29 AM
I've seen that discovery yesterday, but did you tested giving it to moves that didn't originally had it?

I tried adding the commands of TL' dair to Ike's dair but it didn't affect him at all.
I tried with Lucario's U-air and it worked


Title: Re: General PSA Information
Post by: Jose Gallardo on August 12, 2009, 08:11:26 PM
Here is something interesting that I found out.

Event ID: 07070200 - Controls the rumble on your controller
Parameter 0 - Controls how big the rumble is.
Parameter 1 - Controls how long the rumble will last. (Frames I think)

Interesting find. Will try it out in a little bit.


Title: Re: General PSA Information
Post by: kyzon on August 13, 2009, 06:05:30 PM
Should add the invisibility one here too from SWF


Title: Re: General PSA Information
Post by: Untouch on August 14, 2009, 03:42:47 PM
What's the id that determines if a character moves up or not?


Title: Re: General PSA Information
Post by: Untouch on August 14, 2009, 09:56:46 PM
Jound found out the action that makes a character fall, this fixes TONS of bugs.

Its E.


Title: Re: General PSA Information
Post by: kyzon on August 15, 2009, 02:25:00 PM
How would i change Link's Neutral B???
it always goes into weird loops


Title: Re: General PSA Information
Post by: Untouch on August 15, 2009, 02:32:17 PM
How would i change Link's Neutral B???
it always goes into weird loops

Dont make it go to the loop subaction.


Title: Re: General PSA Information
Post by: Gaddswell on August 15, 2009, 03:49:03 PM
I was playing around with attributes and I found out that attribute 0x0B4 (the one right under weight) is the one responsible for character size. And naturally, increase it to make a bigger guy and reduce it to shrink.


Title: Re: General PSA Information
Post by: Finman702 on August 15, 2009, 04:03:15 PM
I was playing around with attributes and I found out that attribute 0x0B4 (the one right under weight) is the one responsible for character size. And naturally, increase it to make a bigger guy and reduce it to shrink.

Nice :af:

*makes Olimar actual size*


Title: Re: General PSA Information
Post by: Jose Gallardo on August 15, 2009, 08:48:41 PM
Here's a little something-something:
http://nintendobros.com/2009/08/15/possible-psa-exploit-but-its-very-tedious/

Took me a while to post that up because Phantom hadn't responded until about 2 days ago.


Title: Re: General PSA Information
Post by: FinalSoraRiku on August 16, 2009, 06:24:28 AM
I've been thinking, if we can have custom music?  Why not SFX?  This is awesome.


Title: Re: General PSA Information
Post by: Untouch on August 16, 2009, 09:44:52 AM
Yesterday I deleted the moveset I was working on for 5 days accidentally.


Title: Re: General PSA Information
Post by: Finman702 on August 16, 2009, 11:12:18 AM
Look in your recycling bin?


Title: Re: General PSA Information
Post by: Segtendo on August 16, 2009, 11:15:13 AM
Look in your recycling bin?
Well, if you delete something off your SD card, it's automatically deleted (unless it's on the computer).


Title: Re: General PSA Information
Post by: Untouch on August 16, 2009, 12:32:56 PM
I replaced it with another file.



Title: Re: General PSA Information
Post by: Jose Gallardo on August 16, 2009, 12:54:53 PM
I've done that before as well
 :>.>:

Luckily I had like 3 copies of that same file, with maybe 1 or 2 things different.


Title: Re: General PSA Information
Post by: Untouch on August 16, 2009, 12:57:00 PM
I'm working on a chimchar now for diddy.


Title: Re: General PSA Information
Post by: Kevinrus778 on August 16, 2009, 06:53:53 PM
That sounds really cool! I wish my stupid Built-In SD card reader wasn't borken so I cuold make some more Custom Movesets...


Title: Re: General PSA Information
Post by: Untouch on August 17, 2009, 01:24:56 PM
I was playing around with attributes and I found out that attribute 0x0B4 (the one right under weight) is the one responsible for character size. And naturally, increase it to make a bigger guy and reduce it to shrink.
I love you.


Title: Re: General PSA Information
Post by: ¤TreK on August 17, 2009, 01:53:07 PM
Is there a way to see how much frames does an animation last via PSA ?


Title: Re: General PSA Information
Post by: SonicBurstX on August 17, 2009, 04:12:32 PM
Does cape mean reflect too, trying to get sonic to reflect


Title: Re: General PSA Information
Post by: Shadic on August 18, 2009, 02:52:03 PM
For Move Character - The forth attribute (You say to set it to 1) determines if this stacks with the character's current momentum, I believe. If you set it to zero, it'll stack ontop of whatever the player was currently doing, and if you set it to 1, it forces the character to move in the manner set in the above attributes.


Title: Re: General PSA Information
Post by: ¤TreK on August 20, 2009, 01:44:13 PM
Thanks for the info Shadic ; this is exactly what I needed.
Are we still supposed to uncheck "moves character" in the animation flags when the fourth parameter is set to 0 ?


Title: Re: General PSA Information
Post by: Untouch on August 21, 2009, 04:13:05 PM
Just found out how to make attacks moveable on the ground.

In the action change set AIR/GROUND to 0.


Title: Re: General PSA Information
Post by: Ice God64 on August 21, 2009, 04:57:25 PM
And now my Mario Tornado works on the ground! Yay!


Title: Re: General PSA Information
Post by: Untouch on August 21, 2009, 05:14:30 PM
I don't know why they did that but thats how you fix it lol


Title: Re: General PSA Information
Post by: kirbys246 on August 22, 2009, 10:50:39 AM
anyone know the sub action ID for ness's up smash. Im trying to swap ness's up smash hixboxes for zeldas up smash hitboxes. I already tried 5D and Ness's up smash is still hitting the same.


Title: Re: General PSA Information
Post by: UMOP on August 25, 2009, 10:39:50 PM
Just found out how to make attacks moveable on the ground.

In the action change set AIR/GROUND to 0.

That gives the player directional control, and only allows horizontal momentum. Setting it to 10 (A in hex) allows horizontal movement via the Move Character command without giving directional control to the player. If anyone can find a way to allow vertical movement as well, I'd be grateful.

EDIT: Adding the code 08000100: 0-5 allows you to get vertical movement.


Title: Re: General PSA Information
Post by: Ice God64 on August 26, 2009, 12:47:18 AM
anyone know the sub action ID for ness's up smash. Im trying to swap ness's up smash hixboxes for zeldas up smash hitboxes. I already tried 5D and Ness's up smash is still hitting the same.

All characters have the same up-smash sub-action ID. The only one I remember by heart is that 66 is Dair.


Title: Re: General PSA Information
Post by: Finman702 on August 26, 2009, 01:25:52 AM
Up smash is 5D, he has it right.


Title: Re: General PSA Information
Post by: Untouch on August 26, 2009, 02:02:38 PM
Someone wanted to be able to make sonic white?

(http://i31.tinypic.com/dljjoj.jpg)



Theres a way to make a character paritally white, not all white, there has to, because there isn't a texture for super sonic.


Theres a way to make the camera focus in the middle.

Edit:
It actually changes focuses.

:o


Title: Re: General PSA Information
Post by: Untouch on August 27, 2009, 05:26:33 PM
Found how to make a FS glow.
0C06000


Title: Re: Essential PSA Information
Post by: ZeroFrames on September 03, 2009, 10:36:57 AM
When I set the Event "Change Subaction" the Hitboxes switches too...
but i don´t want that!

e.g. I want to have Lucario´s Uair as animation of the Usmash. So i build the "Change Subaction" Event. Now Lucario´s Uair is the Usmash... But also with the Hitbox of the Usmash (which makes this move abnormaly overpowerd)

My question:
How can I change Attacks Animations without changing the their Offensive Collision?


Title: Re: Essential PSA Information
Post by: LavaLatte [.Fade] on September 03, 2009, 10:47:04 AM
When I set the Event "Change Subaction" the Hitboxes switches too...
but i don´t want that!

e.g. I want to have Lucario´s Uair as animation of the Usmash. So i build the "Change Subaction" Event. Now Lucario´s Uair is the Usmash... But also with the Hitbox of the Usmash (which makes this move abnormaly overpowerd)

My question:
How can I change Attacks Animations without changing the their Offensive Collision?

This SHOULD be posted in the PSA Help. Just a warning.

To answer your question, go to the subaction of your UAir [I'm assuming 65] and replace the word 'AttackAirHi' next to Animation [at the top] with 'AttackHi4', the USmash animation. That will change the animation to Up Smash. Get rid of the 'change subaction' code.

If you have any more questions, either make a thread in PSA Help or PM me.


Title: Re: Essential PSA Information
Post by: Pretz on September 19, 2009, 03:20:59 PM
has anyone been experimenting with any of the other codes that move the character, because an awful lot of movement is done without that code in the originals which makes it very difficult to understand how it works and what does what


Title: Re: Essential PSA Information
Post by: LavaLatte [.Fade] on September 19, 2009, 06:51:01 PM
has anyone been experimenting with any of the other codes that move the character, because an awful lot of movement is done without that code in the originals which makes it very difficult to understand how it works and what does what

Some moves like walking already have pre-programmed movement in the animation itself. Unchecking 'Moves Character' gets rid of this.


Title: Re: Essential PSA Information
Post by: Pretz on September 19, 2009, 07:28:38 PM
yeah thats not what im talking about

it actually uses code inside the special, all the animations are without preprogrammed movement, but PSA doesnt define the code

the example im using is the directable movement of sheiks teleport

move character would never be able to do that, yet i can tell the code is instructing it to do so

take a look at second and third actions that are run after the UpB action of sheiks special


Title: Re: Essential PSA Information
Post by: LavaLatte [.Fade] on September 19, 2009, 07:57:11 PM
yeah thats not what im talking about

it actually uses code inside the special, all the animations are without preprogrammed movement, but PSA doesnt define the code

the example im using is the directable movement of sheiks teleport

move character would never be able to do that, yet i can tell the code is instructing it to do so

take a look at second and third actions that are run after the UpB action of sheiks special

Ah okay, apparently I have no clue what I'm talking about =P

Yeah, directional movement is still a mystery.


Title: Re: Essential PSA Information
Post by: Untouch on September 25, 2009, 12:09:09 PM
Flags are organized like

XX??YYZZ

XX = Graphic
YY = Sound
ZZ = Flag
?? Might be graphic size


Title: Re: Essential PSA Information
Post by: Segab on September 25, 2009, 12:10:43 PM
uh XX is not the graphic, since all I can find is 02 or 03.
and when XX is 00, the attack doesn't hit.


Title: Re: Essential PSA Information
Post by: UMOP on September 26, 2009, 08:21:51 PM
I know for certain that the sound carries into the second to last hex digit, too. I thought that the first two first digits were priority.


Title: Re: Essential PSA Information
Post by: Segab on September 26, 2009, 09:03:12 PM
I know for certain that the sound carries into the second to last hex digit, too. I thought that the first two first digits were priority.
yeah that's more like it.


Title: Re: Essential PSA Information
Post by: namq on November 08, 2009, 10:09:06 AM
will this be updated with new valueable info? (that is if anything new has been found)

I love this info, I'm new to psa, I tried to make sub zero, but, I'm way too perfectionist to make it my self, any mystakes make me want to give up, and being new to this makes me have problems, I can learn this with examples and stuff, and this thread shows a lot of interesting info's

I would love to have just one explination, is about the X and Y offsets for the GFX and offensive collisions

what amount of possitive/negative numbers makes the gfx/offensive collision appear where (as in steps and such) infront or back of the character

a good example would be whats the size of one of the 2 low plattaforms from battlefield (sides size, prolly X offset, I forgot lol)

and whats the size from the floor to the top plattaform from battlefield (I think this would be theupward/downward size or Y offset)

if you could help me with this with a graphical method (graphic paper or maybe a picture ingame showing the size and stuff, if you could pm me with this, I will be encourage to start over a project I've been waiting for


Title: Re: Essential PSA Information
Post by: Sajiao Omelette on November 09, 2009, 09:14:38 PM
Er... I don't know if this will help you, but consider one "scalar" to be one pixel. (This is the way I think of it...) Consider all of your offsets being zero as the origin of a 3D graph. If your bone is zero, the origin is at the middle and bottom of your feet. Change the bone, you can change the origin. 5 scalars on your y-offset is about halfway up your body (for Lucas at least...), to put it in perspective. I dunno about the height of the Battlefield platforms, but I would guess 30 or so. I dunno.

Can anyone clarify about the flags? If I copied the 3rd and 4th and 5th last digits of Ike's attacks and gave them to Marth, would his slashes make explosion noises?


Title: Re: Essential PSA Information
Post by: Ice God64 on December 06, 2009, 01:46:48 PM
Removed for inaccuracy

My bad guys.


Title: Re: Essential PSA Information
Post by: xmanfit0 on January 12, 2010, 09:06:41 PM
Well, there's a treasure trove of PSA info here:
http://www.smashboards.com/showthread.php?t=246651
and a lot more around the Smash Workshop on Smashboards.

Flags go like this:
XX?YY?ZZ

XX- Priority. Most of Falcon's moves have 39, so I assume that means low. A lot of Marth's moves use 3A. 32(Marth Dancing Blade) and 22(Most of Meta Knight's moves) seem to be Transcending priority.

First ?- no idea

YY- Affects whether the hitbox can affect only a grounded opponent, opponent in midair, or both.

10, 11 - Offensive collision bubble will only be in effect if opponent is grounded.
21 - Offensive collision bubble will only be in effect if opponent is in the air.
22 - Offensive collision bubble will only be in effect if opponent is in the air.,
30, 31 - Offensive collision bubble will appear regardless of opponent's state.
(List by Phantom Wings)

Second ?- I guess this affects sfx, I really don't know. Maybe both the ? flags affect sfx/

ZZ- Flags affecting hitbox property.
00 - hit
01 - none
02 - slash
03 - electricity
04 - Ice
05 - Flame
06 - Coin
07 - Cape
08 - Slip
09 - Sleep
0A - none
0B - impale (like DK's side B)
0C - Stun
0E - Flower
0F - none
10 - none
11 - slash 2
12 - hit 2
13 - Darkness
14 - Stun (more like hitlag)
15 - Aura (unfortunately the Aura effect doesn't make all characters get stronger with more damage.)
16 - Impale 2
17 - Down
18 - No Flinch
(list from OP)


Title: Re: Essential PSA Information
Post by: Mr.N on March 11, 2010, 10:32:51 AM
I haven't read through all posts in this thread so I don't know whether this was mentioned before:
You are counting the "If Button pressed" in hex.
D-Pad right is "0A". Thst's wrong. I used it and it didn't work. After that I tried "10" for D-Pad right. Now it works. You have to count in Decimal not in Hex for "If Button pressed"

Can someone update the first post. I don't want to seek through the whole thread for information I need.


Title: Re: Essential PSA Information
Post by: namq on March 13, 2010, 08:15:23 PM
I hope the OP gets Updated with most of the "http://www.smashboards.com/showpost.php?p=8225324&postcount=1"

since in there the info is set by the date they have been posted, but would be usefull if the info was in order of section like

momentum stuff goes in this section

flag section:
"all flag info below"

you get the idea, this thread is as useful as the one in Smashboards but I just hate how the info is not in the correct order.


Title: Re: Essential PSA Information
Post by: E1337 on April 03, 2010, 11:34:33 AM
read the list it has a pit fall effect
#2 I have no idea might be stronger


Title: Re: Essential PSA Information
Post by: DA BEAST on April 11, 2010, 09:35:12 PM
for flags, i know number 83 is lucas' hexagon magical graphic


Title: Re: Essential PSA Information
Post by: Yoshi6852 on May 27, 2010, 01:40:21 PM
I have two questions

Firsty:

http://www.mediafire.com/download.php?odnz2mdgkri Does this PSA have that file bug error? I just read it and I think it was saying it dosn't I just want to make sure

Seccondly:
I'm fixing someones PSA which was corrupted by 1.3 and it's for mario after editing two movfes it went from 216 to 240 KB how high can mario's file go? (I've been using the Save As trick to stop the file size)


Title: Re: Essential PSA Information
Post by: Naruto200Man on July 15, 2010, 04:26:27 PM
Okay, if anyone finds the flag for giga-bowser's Down Smash please tel me! That is all


Title: Re: Essential PSA Information
Post by: Naruto200Man on July 15, 2010, 07:49:39 PM
Hey guys, I did some quick experementing and found out some things. Note that I said QUICK testing. You should probably experement on these yourselves too since u know more about psa than me ^_^;; this is all part of my quest to find the electric/Ice flag if there is one. I'm sure there is, otherwise they wouldn't put it in the game right? XP Here's what I've found so far.

19: does nothing
20: Seems to be a "harder" hit(at least I assume so, the 'contact' graphic changes and the person is sent flying a little further, I also noted a 'smoke' trail from the opponent)
21: does nothing
22:Kind of interesting, does a sort of slash hit graphic.(I think it's from one of the pokemon or an assist trophy :s)
23:kind of interesting, similar to 3, but with more sparks and some white sparkles. also shows some sparks around where the hitbox is and not just the target.
24: Same as 4 but with some blue sparkles around the contact area (4just freezes you)
25:same as 5 but with some longer lasting fire graphics
26:Mario's coin again
27:Mario's cape again
28:Pretty interesting, makes the opponent trip on their ass xD (like forward flip then hit their butt)
29: Sleep again
30:nothing that I can see
31: same as 21
32:Yet another alternative 'hit' graphic
33:Darkness again
34:sort of interesting stun, throws you back a bit after the shaking stops(if you're hit by it)
35: Lucario's aura thing (the blue smoke when you're hit by the attack)
36: Impale again (this time with the graphic )
37:Very interesting, plasters your opponent to the ground in the t pose for a bit(same as a stun though)
38:Kinda cool, does all the damage but doesn't move the opponent ANY, they like, just stand there like you didn't hit them at all lol
39: does nothing significant
40: OMG found it! haha syke, but it is interesting. It's the 'hit' graphic when you're smacked with the paper fan ^_^
41:nothing interesting
42:wooo another hit graphic...

Thanks to a nice tip I now know how to get the electric/ice thing X_X ugh saved me a ton of searching, oh well, found some hilarious stuff though huh? xD


Title: Re: Essential PSA Information
Post by: Hollow on July 25, 2010, 04:16:33 PM
What is the event: 25062000? It has 31 parameters.

And 40064000? It has 63 parameters.

And 00007FFE? It has 126 parameters.


Title: Re: Essential PSA Information
Post by: Sajiao Omelette on July 27, 2010, 02:32:44 PM
I think this will help you:


Quote from: Dantarion
Commands are mostly like this.

XXYYPPEE

XX = Command Category. Most commands that share the first two numbers involve the same stuff.
YY = Command ID
VV = Number of Parameters
EE = External or not. From what I can tell, anything with a 01 here is a subroutine in another file. For example, Mario's up+b calls specialJumpAttack, which is defined in Fighter.pac


Title: Re: Essential PSA Information
Post by: Naruto200Man on August 31, 2010, 01:15:17 PM
I have a question about If: Button pressed that's causing me some problems in Ganondorf's new AirLow attack.

I have it set to that if button E (A and B at the same time) is pressed, then it's supposed to change the attack to a different element. and different graphics and hit sound effects. but whenever I do it in game it goes to his special low Air?

Also
If Button Pressed = Tapped once?
If Button Press = Held down?
If Button Released = not pressed at all?


Title: Re: Essential PSA Information
Post by: Mansta8 on October 01, 2010, 06:19:08 PM
When clicking on the list of graphic effects it just takes me to a site that gives out computers. Is there any other place I can go to find them? I need it for my ice luigi PSA.


Title: Re: Essential PSA Information
Post by: SiLeNtDo0m on October 25, 2010, 02:27:44 PM
Found out some VERY useful info on the Hitbox Flags and how they work overall in the OpenSA wiki site.  I'll try to explain it as best I can:

The Flags are basically these things called "Bits" (not to be confused with the Variable RA Bit etc).  Bits are shown in hex in PSA, and are made up of a single hex number.  

This hex number is equivalent to 4 Bits which are shown in Binary.  Here's a reference list showing all the Hex->Binary Bit conversions:

Hex         Binary
0             0000
1             0001
2             0010
3             0011
4             0100
5             0101
6             0110
7             0111
8             1000
9             1001
A             1010
B             1011
C             1100
D             1101
E             1110
F             1111  

To understand this further, take a common example of a full Flag list like 39030200:

Hex: 39030200
Binary: 0011 1001 0000 0011 0000 0010 0000 0000

Now the general rule for this is that:
If a Binary digit = 0, the bit is NOT set
If a Binary digit = 1, the bit IS set


Here is what each Bit roughly means for regular Offensive Collisions:

Bits 1-4 (???): Unknown what they do, but pretty much all of them are either at 0011, 0010, 0001 and occasionally 0000.  

This means the Flag Hex number should always be 0, 1, 2 or 3

Bit 5 (Priority): This affects the hitbox's priority.  If set to 0, the priority is low and won't "clang" with other attacks.  If set to 1, the priority is higher and will "clang with other attacks.

This means the Flag Hex number should be 0 to 7 for low priority, and 8 to F for high priority.

Bits 6-10 (Type): These are only important for Subspace Emissary.  They affect what kind of type the attack is (for sticker upgrades) e.g. Arm, Tail, Fire, Explosive etc

Bits 11-14 (???): Again unknown, but all hitboxes have the Binary digits set at 0000.

This means that the Flag Hex number should always be 0

Bits 15-16 (Ground and Aerial): These affect whether the hitbox can hit both grounded and aerial enemies.  In almost all cases, these are both set to 1.

This means that the Flag Hex number should always be 1, 2 or (usually) 3 (so that Bits 13-14 stay at 00)

Bits 17-18 (???): Again unknown and like Bits 11-14, they are always set at 00.

This means that the Flag Hex number should always be 0, 1, 2 or 3

Bits 19-26 (Sound):  These affect what sound the attack makes when it hits.  If the attack does no damage, the sound does not play

Bit 27 (???): Yet another unknown and another than is always at 0

Bits 28-32 (Effect): Currently the only ones that we know properly at the moment.  These are what give an attack a certain effect (e.g. Slash, Coin, Stun etc).  They do not overlap like the others.


But that's just the beginning.  These Bits are completely different for Special Offensive Collisions:

Bits 1-7 (???): Competely unknown at the moment

Bit 8 (Absorbability): Determines whether or not a move can be absorbed by Oil Panik or PSi Magnet. 0 means it cannot be absorbed.  1 means it can.

This means that the Flag Hex value has to be odd (i.e. 1, 3, 5, 7 etc) to be absorbable, or even (i.e. 2, 4, 6, 8 etc) for it not to be absorbable.

Bit 9 (Reflectability): Determines whether or not a move can be reflected.  0 means it cannot be reflected.  1 means it can.

This means that the Flag Hex value has to 0 to 7 for it not to be reflectable or 8 to F for it to be reflectable.

Bit 10 (Reflectability/Blockability): Determines whether or not a move can be blocked or not (shielded or reflected). 

This means that the Flag Hex value has to be 4 to 7 or C to F for it to be blockable.  Every other value means that it cannot be blocked.

Bits 11-12 (???): Again, unknown.  Always at 00

This means that the Flag Hex value has to always be 0, 4, 8 or 12.

Bits 13-26 (Hit Bits): These affect what kind of targets the Bits can hit.  Not too much is known except the following:
Bit 17: Damageable Floors
Bit 18: Damageable Walls
Bit 19: Damageable Ceilings
Bit 26: Smashers (?)

Bits 27-29 (???): Yay for unknowns.  This one we know nothing about whatsoever.

Bits 30-32 (Angle Flipping/Knockback Reversal Toggle): These bits are strange ones.  Normally an attack will always send the opponent away from the attacker but these allow you to control things so that the opponent goes in a direction depending on factors like which way the attacker is facing.  More research is needed.

Well that's it really.  I got all this info from here: http://opensa.dantarion.com/wiki/Hitbox_Flags_(Brawl)

I simply tried to simplify it and make it a tad more understandable.  I will post pure examples in a post below this one.

          


Title: Re: Essential PSA Information
Post by: The Corrupted one on November 14, 2010, 11:45:55 AM
Mabye this is necro'd but some of the links are wrong


Title: Re: Essential PSA Information
Post by: c4mc on November 30, 2010, 12:14:36 AM
This program keeps giving me errors.  I downloaded it with all the text files including the instructions ( smash attacks program ).  Apparently there are issues with vista/7.  Is anyone running this program on vista or 7, or is everyone using xp?


Title: Re: Essential PSA Information
Post by: Puraidou on November 30, 2010, 04:39:20 AM
Have you tried the compatibility mode? That should work.


Title: Re: Essential PSA Information
Post by: xxmasal22xx on May 28, 2011, 03:45:41 PM
Hey, i have a question. I want to give a character a move. I want to make it so that darkness will rise around lucario and do damage to whoever touches the darkness. However, i want it to impact an area twice the width of lucario. How would i do this?


Title: Re: Essential PSA Information
Post by: Triforce Zelda (Deceased) on June 14, 2011, 03:16:02 PM
Sorry to be a bother, but if I wanted to get rid of Peach's floating what would I do?

And if I wanted to give her a walljump, what do I do then?


Title: Re: Essential PSA Information
Post by: Darkrai Lv.1000 on July 07, 2011, 08:37:06 PM
I'm starting to learn PSA, and I want to learn how to make a character glide/walljump when they originally couldn't. I've seen it on a Dark Link PSA.

Also, how do I give a character more than one moveset that I can change at will by using taunts? I've seen some PSA characters that do this.


Title: Re: Essential PSA Information
Post by: Triforce Zelda (Deceased) on July 08, 2011, 05:19:32 AM
@Darkrai - you need special IC constant codes for enabling the Glide and Walljump, then You have to have appropriate animations in the MotionEtc and placed in the proper subactions of PSA. PM me for questions cause this is necro-ing


Title: Re: Essential PSA Information
Post by: Stitch on July 08, 2011, 06:59:36 PM
articles link is broken


Title: Re: Essential PSA Information
Post by: Eternal Yoshi on July 09, 2011, 11:19:34 AM
http://www.smashboards.com/showthread.php?t=286748
This thread has more information on hitbox flags in depth so you link to that in the OP.


Title: Re: Essential PSA Information
Post by: Triforce Zelda (Deceased) on July 12, 2011, 05:59:41 AM
http://forums.kc-mm.com/index.php?topic=1096.msg159438#msg159438

Wait so the Flags seen here are tested and proven to work, and should be inputted into the offensive collisons just as the first 18 were? If so, I think tonight I'm gonna add some variety *Evil Laugh*


Title: Re: Essential PSA Information
Post by: Naruto200Man on July 30, 2011, 09:12:12 AM
[url]http://forums.kc-mm.com/index.php?topic=1096.msg159438#msg159438[/url]

Wait so the Flags seen here are tested and proven to work, and should be inputted into the offensive collisons just as the first 18 were? If so, I think tonight I'm gonna add some variety *Evil Laugh*


do you mean these?

19: does nothing
20: Seems to be a "harder" hit(at least I assume so, the 'contact' graphic changes and the person is sent flying a little further, I also noted a 'smoke' trail from the opponent)
21: does nothing
22:Kind of interesting, does a sort of slash hit graphic.(I think it's from one of the pokemon or an assist trophy :s)
23:kind of interesting, similar to 3, but with more sparks and some white sparkles. also shows some sparks around where the hitbox is and not just the target.
24: Same as 4 but with some blue sparkles around the contact area (4just freezes you)
25:same as 5 but with some longer lasting fire graphics
26:Mario's coin again
27:Mario's cape again
28:Pretty interesting, makes the opponent trip on their ass xD (like forward flip then hit their butt)
29: Sleep again
30:nothing that I can see
31: same as 21
32:Yet another alternative 'hit' graphic
33:Darkness again
34:sort of interesting stun, throws you back a bit after the shaking stops(if you're hit by it)
35: Lucario's aura thing (the blue smoke when you're hit by the attack)
36: Impale again (this time with the graphic )
37:Very interesting, plasters your opponent to the ground in the t pose for a bit(same as a stun though)
38:Kinda cool, does all the damage but doesn't move the opponent ANY, they like, just stand there like you didn't hit them at all lol
39: does nothing significant
40: OMG found it! haha syke, but it is interesting. It's the 'hit' graphic when you're smacked with the paper fan ^_^
41:nothing interesting
42:wooo another hit graphic...

Yeah, I tested them all myself, and posted them in the threadwith what I saw their effects...
Don't know how they'd be useful though....


Title: Re: Essential PSA Information
Post by: Triforce Zelda (Deceased) on July 30, 2011, 09:13:36 AM
YESH :af:


Title: Re: Essential PSA Information
Post by: WireFrame on August 10, 2011, 07:32:57 PM
Quote
Offsets:[1177]
-Z offset. how the hitbox is moved in the Z plane compared to the bone the bubble it is set to. (Z offset is useless since Brawl is played in the 2D plane.)
-Y offset. see Z offset, in this case the Y plane, or vertical.
-X offset. See Z offset, in this case the X plane, or horizontal.


I believe that the X and Z axes are switched. So a positive Z offset would move the hitbox to the right. This is also true for BrawlBox X and Z axes. Sorry if this has already been corrected or if I am mistaken.


Title: Re: Essential PSA Information
Post by: Triforce Zelda (Deceased) on August 11, 2011, 05:00:06 AM
It'll need to be corrected in the next versions of Brawlbox and PSA, becaue I kept typing in X thinking it was gonna go left or right when instead it goes behind a building or in front of my face.


Title: Re: Essential PSA Information
Post by: SwingSet on November 13, 2011, 09:53:30 AM
i put 10E for the spike, in which i smack the character down in mid air, where does 10E go? in the flags section? where?


Title: Re: Essential PSA Information
Post by: Hubert Oswell on November 23, 2011, 07:24:42 AM
@Rick Li: It goes in the trajectory section.

@anyone who knows: What are these commands used in?

Cancel 01
Cancel 02


Title: Re: Essential PSA Information
Post by: masamune on January 25, 2012, 06:16:18 PM
@Segab could you upload the updated psa data again plz ? ( megaupload has been shut down )

and does anyone know how to make some moves faster ? (link's neutral combo for example)



Title: Re: Essential PSA Information
Post by: StupidMarioFan1 on June 29, 2014, 06:22:38 PM
The link to the list of Graphics keeps taking me to a porn website. O_O
Can someone please fix this? :oshi:


Title: Re: Essential PSA Information
Post by: KingJigglypuff on June 29, 2014, 07:30:19 PM
The link to the list of Graphics keeps taking me to a porn website. O_O
Can someone please fix this? :oshi:
Thanks for pointing that out.

The link has been updated.


Title: Re: Essential PSA Information
Post by: TheShyGuy on June 29, 2014, 07:58:38 PM
ehhhhhh..... any link that goes to freecp net goes there..............including the "click here" under the Generate Articles subcategory

(A quick kc-mm search shows it being used a little bit years ago)