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Author Topic: Essential PSA Information  (Read 179793 times)
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LavaLatte [.Fade]
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    « Reply #150 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.
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    « Reply #151 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
    « Last Edit: September 19, 2009, 07:40:34 PM by Pretz » Logged

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    « Reply #152 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.
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    « Reply #153 on: September 25, 2009, 12:09:09 PM »


    Flags are organized like

    XX??YYZZ

    XX = Graphic
    YY = Sound
    ZZ = Flag
    ?? Might be graphic size
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    « Reply #154 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.
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    UMOP
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    « Reply #155 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.
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    « Reply #156 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.
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    namq
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    « Reply #157 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
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    « Reply #158 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?
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    « Reply #159 on: December 06, 2009, 01:46:48 PM »


    Removed for inaccuracy

    My bad guys.
    « Last Edit: December 06, 2009, 02:00:51 PM by Ice God64 » Logged

    xmanfit0
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    « Reply #160 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)
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    « Reply #161 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.
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    namq
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    « Reply #162 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.
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    « Reply #163 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
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    « Reply #164 on: April 11, 2010, 09:35:12 PM »


    for flags, i know number 83 is lucas' hexagon magical graphic
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