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%.
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=nuJ_0g5VQ0sReading 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.
Awesome! So is it now possible to assign collisions to things that normally don't have them?
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.
I sure hope so. Stages will become much more in-depth and interactive than ever before....
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
Yay! I'm sure this will lead to some awesome things. Thanks for the Balanced Pirate Ship too.
A low knockback high damage norfair file would be great if you can make that for me :D
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.
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.
Quote from: EternalYoshi on January 09, 2011, 11:06:47 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.
That sounds epic :srs:
Yes i do know what you mean
Quote from: EternalYoshi on January 09, 2011, 11:06:47 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.
I see what you did there :P
OMG
That means we can at some point control the colissions of stages :af2:
Also, can you make a norfair that freezes instead of burning? That'd be hilarious for the lols
...a little late to respond, I see?
Quote from: Segtendo on May 28, 2011, 02:41:10 AM
...a little late to respond, I see?
>_>
dude, I just found this topic today
Don't gimme that [censored] >_<
Good discovery and thanks for releasing this info.
Sorry I've been away.
When I get my PC back and have the time, I'll look more into stage.rels.
In the meantime, I'm linking this so it doesn't get lost:
http://forums.kc-mm.com/index.php?topic=29937.0
I need help getting the rel's for my stage hacks. I shall tell you which stages I have hacked in a minute, but the main problem is that the stage hacks didn't appear when I choose the stage that I had hacked. Here are the stages that I have hacked Battlefield, Doplic, Corneria, the Pokemon stages, FZero and Final Destination.
Hey everyone! Does anybody here know how to locate the damage boxes that are attached to the statues in castle siege? I figure the code might be a bit different than the hitboxes in a stage. And also, once finding them, how can i get rid of them? I want to get the statues to be in the background without getting in the way when im battling and trying to shoot projectiles at people.
Can someone help me with this, or if they know how to do it, can they edit it for me?
Let me know! thanks!
I've been doing some fiddling with the Brinstar .rel file, thought I'd post my findings here.
Not sure what formatting I should post it as, so I hope you understand my references :P
Acid
860 - 04 - 3880000E - Damage
850 - 0C - 38A0006E - Knockback
860 - 08 - 38C0005A - Angle
880 - 08 - 3900003C - Setting to 0 makes it so you are only hit once
And a more important find, you can change the effect type of the hitboxes.
870 - 04 - 38000005 - Fire Effect
This line makes the Acid hitbox apply the fire effect. You can change it for example to 3800000E which applies flower effect.
Nice find, Syvkal!
Quote from: Syvkal on July 19, 2014, 12:37:55 AM
And a more important find, you can change the effect type of the hitboxes.
870 - 04 - 38000005 - Fire Effect
I found the one for Norfair's lava floor:
FFA0 - 0F - 38C000
XXYou can replace XX with one of these flag values (http://smashboards.com/threads/salute-to-the-flags-the-hitbox-flag-directory-upd-jul-23-13.286748/) (scroll down the page until you see
Bits 28-32: Effect).
What the hex data for Spear Pillar Hazards in the st_tengan.rel?
Figured I'd post this here since almsot nobody seems to know about it:
Open a stage .rel in Brawlbox. Then open up section[4] and look inside. Here you can find a bunch of constants that you can alter to change certain things about the stage. This is how we fixed a camera bug for Infinite Glacier in PM. It takes some experimentation to figure out what each constant does, but If you know around what value you're looking for, it's easier to find what you need.
How do I edit the Delfino Plaza sea's scaling with it's .rel file?