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Author Topic: Stage .rels and you - A New finding involving stage hitbox parameters.  (Read 16087 times)
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Eternal Yoshi
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    « on: January 05, 2011, 08:05:09 PM »


    So one day Standardtoaster found the hitboxes for Port Town(NTSC-J) and made a code for them.
    He also made a vid of it testing with the cars doing 999%.


    Reading down, Amazing Ampharos & Thinkman found hitboxes for Norfair in it's rel near FFD8,
    and shown the hex values used,
    which opened the door further for searching and editing for hitboxes in stage .rels.

    Quote
    Values are stored in modules. Thinkaman and I found some in Norfair. Go to FFD8 and look nearby. 38a0XXXX is damage, 38e0XXXX angle, 3940XXXX base, 3900XXXX growth. This changes the hitboxes on the lava floor. E310 uses the same mapping (but they are listed in a different order!) and affects the lava walls. Trying to figure these files out further is proving very hard for me.

    Default values for PTAD cars are 14h damage, 5ah angle, and some known kbg and bkb but Norfair is the only case I have so far of editing modules succssfully and changing in-game damage behavior.


    It's in a slightly different format than PSA but editable all the same.

    So I decided to share this with you guys.

    Below is a .rel I made to make the FZero cars weaker and more feasible.
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15349

    If you want to help find hitboxes, the easiest way to do so is to search for this in the hex editor:

    38 A0 00 XX

    XX = hitbox damage

    A reference list by AA below.
    Be sure to put these values in hex when searching.

    Mario Circuit cars (15%)
    Rumble Falls spike 1 (15%)
    Rumble Falls spike 2 (10%)
    Rumble Falls spike 3 (15%)
    Bridge of Eldin King Bulbin (15%)
    Bridge of Eldin Bomb (30%)
    Pirate Ship catapult (0%)
    Pirate Ship bombs (55%) [pretty sure this has a second hitbox]
    Pirate Ship boat bow in general (20%)
    Pirate Ship boat bow beaching on rock (10%)
    Norfair lava floor (14%)
    Norfair lava walls (14%)
    Norfair lava background (18%)
    Norfair lava pillars (10%)
    Halberd laser (42%, multihit)
    Halberd bombs (20%)
    Halberd claw (10%)
    Spear Pillar laser (27%, multihit)
    Spear Pillar Dialga attack (25%)
    Spear Pillar Cresselia background beams (15%)
    Spear Pillar Cresselia spinning beams (20%)
    Port Town Aero Dive cars (20%)
    Port Town Aero Dive track (15%)
    Port Town Aero Dive wall (10%)
    WarioWare speeding car (13%)
    WarioWare acid rain (1% continuous, at most about 15%)
    WarioWare raining arrows (30%)
    WarioWare stomping foot (20%)
    WarioWare background earthquake (20%)
    Distant Planet monster (no damage, grab -> death)
    New Pork City ultimate chimera (100% or 200%, varies: I seem to recall seeing 300% before even) [now I think this is always 100% but sometimes hits twice]
    Summit icicles (20%)
    Summit front of glacier (18%)
    Summit fish tail (15%)
    Summit fish bite (no damage, grab -> death)
    75m fires (10%)
    75m Donkey Kong (20%)
    75m springs (20%)
    Mario Bros. red crabs (13%)
    Mario Bros. blue crabs (15%)
    Mario Bros. purple crabs (17%)
    Mario Bros. green turtles (11%)
    Mario Bros. purple turtles (13%)
    Mario Bros. red turtles (15%)
    Mario Bros. fireballs (20%)
    Flat Zone 2 chef form food (8%)
    Flat Zone 2 Oil Panic form people (13%)
    Flat zone 2 Lion form tamers (12%)
    PictoChat arrows (10%)
    PictoChat side spikes (20%)
    PictoChat fire (1% per hit)
    PictoChat bombs (25%)
    PictoChat cart (10%)
    PictoChat pirahna plant (10%)
    Green Hill Zone checkpoint (10%)
    Jungle Japes klaptrap (30%)
    Onett cars (30%)
    Corneria arwings (12%)
    Corneria main cannon (30%? hard to tell)
    Corneria main cannon recoil (30%)
    Green Greens Bomb Blocks (20%)
    Green Greens exploding apples (20%)
    Brinstar acid (14%)

    Do be aware that not all hitboxes use 38 A0 00 XX as damage.
    The first 3 numbers may vary a bit.
    « Last Edit: January 05, 2011, 08:18:47 PM by EternalYoshi » Logged


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    « Reply #1 on: January 05, 2011, 08:06:33 PM »


    Awesome! So is it now possible to assign collisions to things that normally don't have them?
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    Eternal Yoshi
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    « Reply #2 on: January 05, 2011, 08:09:14 PM »


    We are getting to that later.
    Phanom Wings and pals are starting to totally define Brawl's module files, so it may be a while.
    For all we know, defining everything may be the key to a lot of solutions.
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    « Reply #3 on: January 05, 2011, 08:23:01 PM »


    I sure hope so. Stages will become much more in-depth and interactive than ever before....
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    Eternal Yoshi
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    « Reply #4 on: January 06, 2011, 01:31:13 PM »


    While we wait, I'm gonna make .rels to tweak the hitboxes to make them balanced or insane, depending on what I feel like doing.

    You can use the following .rel with any stage that's compatible with normal Pirate Ship.

    Here's Balanced Pirate Ship NTSC-U.
    http://forums.kc-mm.com/Gallery/BrawlView.php?Number=15361
    « Last Edit: January 06, 2011, 08:57:17 PM by EternalYoshi » Logged


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    « Reply #5 on: January 09, 2011, 12:54:30 AM »


    Yay! I'm sure this will lead to some awesome things. Thanks for the Balanced Pirate Ship too.
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    « Reply #6 on: January 09, 2011, 01:10:36 AM »


    A low knockback high damage norfair file would be great if you can make that for me Cheesy
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    « Reply #7 on: January 09, 2011, 05:27:37 AM »


    This is mad nice EternalYoshi. Now I know what's been keeping you busy from finishing Lyn.

    By the way, what's the name of the song you used?

    EDIT: Nevermind. I see it on the video info.
    « Last Edit: January 09, 2011, 05:29:43 AM by ItalianStallion » Logged


    Eternal Yoshi
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    « Reply #8 on: January 09, 2011, 04:06:47 PM »


    Wish I saw that request earlier. I'll do it when I can.

    Later tonight or early tomorrow.

    This is just the start of what defining the module files has done.

    When we are done, character and stage making will be different ball games for sure.
    « Last Edit: January 09, 2011, 04:09:28 PM by EternalYoshi » Logged


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    « Reply #9 on: January 09, 2011, 04:25:13 PM »


    Wish I saw that request earlier. I'll do it when I can.

    Later tonight or early tomorrow.

    This is just the start of what defining the module files has done.

    When we are done, character and stage making will be different ball games for sure.
    That sounds epic  Im srs here
    Yes i do know what you mean
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    « Reply #10 on: January 09, 2011, 06:41:56 PM »


    Wish I saw that request earlier. I'll do it when I can.

    Later tonight or early tomorrow.

    This is just the start of what defining the module files has done.

    When we are done, character and stage making will be different ball games for sure.
    I see what you did there Tongue
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    « Reply #11 on: May 27, 2011, 08:25:37 PM »


    OMG
    That means we can at some point control the colissions of stages AWESOME 2.0!

    Also, can you make a norfair that freezes instead of burning? That'd be hilarious for the lols
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    « Reply #12 on: May 27, 2011, 08:41:10 PM »


    ...a little late to respond, I see?
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    « Reply #13 on: May 27, 2011, 08:44:52 PM »


    ...a little late to respond, I see?

    >_>
    dude, I just found this topic today
    Don't gimme that [censored] >_<
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    « Reply #14 on: September 20, 2011, 05:33:28 PM »


    Good discovery and thanks for releasing this info.
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