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:
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.
Does anybody know how to let Captain Falcon's external graphic effects last longer? I gave him some wings, but they barely last to 30 frames.
Something like what was done to Phoenix Mario's fire ball to make it last until it was either hit or reached the end of the stage.
Captain Falcon is a dark angel that will have a ferocious final smash (I'm still in the progress of making it still )
1) In Brawlbox, take the animation file of the external graphic effect and change the animation length to make it longer 2) Make the external graphic effect loop in PSA (if you want them to stay there forever, set loop to infinite). Remember to put a SYNCHRONOUS timer in the loop too.
Ok I've decided to construct a nice big changelist. I'll post it here first, then I may move it to the OP later but here it is:
1) Animation Tweaks: Minor: -Edit the 3 AAA attacks -Edit the U Tilt -Edit the U Smash -Edit the F Air
Major: -Change the Side B (air and ground) -Change the Down B (air and ground) -Add animations for Taunts and Win poses -Add animations for Mach Speed and Slow initiations
Rebalancing: -Lower both his running and air speed -Lower the power of his D Smash -Increase the power of his U Smash -Make it so the Red Hot Kick cannot be followed up until the end of the flipping animation (if it connects) -Make the Voomerang reflectable (maybe)
Large Moveset Changes - Add Mach Speed and Slow to Down B (if Joe takes hits, he goes to Mach Speed, if he deals them he goes to Slow) - Replace current Down B with Shocking Pink Bomb (generate recoloured Toon Link Bomb)
Graphics and Vertex Changes - Vertex the Toon Link Boomerang into a Voomerang. (DONE) - Alter/reduce some of the fire graphics - External graphic swap some of Falcon's graphics with Peach's graphics (for cherry boms etc) - Vertex the Blue Falcon into the Six Machine
Long list I know but there's a lot to do. Not to mention that I'm trying to juggle this with another PSA project that I'm currently doing. Thinking about it I'm wondering if it's even worth doing >.>
Actually, even if it is your first time animating, it isn't that hard to make the hips tilt. All you need to do is use the X Rotation and the Z Rotation and have them cancel each other out (Meaning you use the X Rotation to move the model and the Z Rotation to reverse the direction in the same amount), this will cause the hips to start tilting up.
I know this cause I tried to do an anatomically correct roundhouse kick with Falco, and if you look at the roundhouse kick that Captain Falco does with his F-Tilt, his hips also tilt up to accommodate the movement.
It really is a simple fix. After you tilt the hips, tilt the waist up, then the chest, then the head. Then tilt the legs down.
As a matter of fact I already tried that when I was doing the animation >.>
What seems to happen is that the X and Z axis do exactly the same thing for this animation, so I couldn't actually get the hip to face perpendicular to the ground.
And besides, there are more important things to be working on as far as this project goes. I have to prioritize what to do and a slightly wonky animation that is barely noticable when playing in game isn't exactly at the top of the list.
Sorry to sound like a [censored]. I'm kinda frustrated at the moment that's all...
The Viewtiful Joe PSA is great. Although, I think you should tone down on some of his fire graphic effects. I know it looks cool sometimes, but it tends to be a little too much. I don't even remember his red hot kick emanating fire when used, I think it was pink Cherry-bom tree petals.
I agree cherry bom petals would've looked way nicer. Problem is though, there are no graphics of that sort
In a later release however, I could attempt to change some of the external graphic effects to petals. It would be another learning experience
Third picture: FIX DOSE GAWDANG HIPS! He looks like he broke his right leg!
Yeah that was kind of a difficult thing to do in Brawlbox. Since this is my first time animating I had a bit of trouble. But trust me, when playing it in-game you don't really notice it too much
My only gripe so far? No Air Joe or Viewtiful Forever.
Thanks so much for this video! I will put it in the OP and download links. I think I may be able to do Air Joe for the aerial Down B. It will be a tricky animation to do though
I plan on also adding the VFX powers (Mach Speed and Slow) to the grounded Down B as well, as well as doing some general fixes.
This is a series of tutorials made by me, essentially following on from where WackaAlpaca left off. I hope you enjoy my complete lack of professionalism ^^
Seems like progress is pretty slow with this Once I release V1 of Viewtiful Joe (the beta will be released either today or tomorrow depending on whether PSA is gonna be helpful or not) I will definately try to help out with this project.
I've become a bit more competent with animations so I can later help in that department.