Home Gallery Resources The Team Rules chat Login Register
  Show Topics
Pages: [1]
1  Help & Tutorials / Model Tutorials / How to properly optimize your model (3dsmax) on: October 21, 2012, 07:18:32 PM
INTRODUCTION

Modeling for a film is very different from modeling for a video game. Games are rendered live as the player moves, while films are pre-rendered.
Depending on which engine and on which console you're working on, your video game oriented model will have to save on polygon count.

When you're importing a model from another game into Brawl, sometimes it's going to have too many polygons for the Wii to handle. Even some models from Wii games will have trouble on Brawl because the games are using different engines.

If you modeled your character yourself, you might still have this problem because you put too much detail in your clothes or face for example.

The solution: optimization.

Mario's Brawl model (including the FLUDD) is 6207 polygons, so try to stay around 6k polys.


BEFORE STARTING

I'll start with Flygon's Oak model (click on the thumbnails to see them bigger)


Check the polycount
So first of, you need to check if your character needs optimization.
You can check that by pressing 7:

Look at the "Polys" line. That's nearly 3 times as many polygons as the suggested 6k.

Now you want to know where the polycount went wrong.
Press F4.

The model clearly has too many polygons on the head and foot.
Look at the amount of polygons there are on the legs, that's just enough to be believable in-game. That's what you're aiming for.

Keeping your rig [optional/situational]
If you've already rigged and you don't want to lose your rig while optimizing, you have do this:
To keep your rig while optimizing, make sure your model is in T-stance (not one foot in the air or something)
then click on the Skin modifier, and scroll down to the Advanced Parameters:

and uncheck Always Deform

Collapsing the model [optional/situational]
If your model isn’t one big mesh, you'll have to make sure that there’s no modifiers left except Skin.

PREPARING THE MODEL

Turning into an Editable Poly
The way I optimize you have to be in Editable Poly mode, not in Editable Mesh.
Open the Spoiler if it's an Editable Mesh.
If you haven't rigged yet, good, it's super easy. Right click on Editable Mesh and select this:

Done!

If you've already rigged, you'll have the Skin modifier so you can't do that.
Make sure "Always deform" is unchecked, like I said before.
Then do this:

Merging useless vertices
Sometimes it's because you didn't notice, sometimes it's because the model imported smoothing groups in an odd way, but you might have hundreds of polygons that add nothing to the model but weight.
For example, those vertices should move together, but for some reason you can move them separately.


To fix this, follow these steps.
Do this even if you don't see anything wrong with your model.
Click on Editable Poly and click Yes if a window pops up. Then this:


MANUALLY OPTIMIZING THE MODEL

Why not ProOptimizer?
When I say manually, I mean we're not going to use the ProOptimizer thingy. That's the lazy way out and it's risky because you barely have any control on how it optimizes your model.

However, if you had trouble using ProOptimizer before, try using it now that you've done all the steps above. I guess it's better than nothing.

For example, the sandal on the left is the one I've optimized using ProOptimizer. On the right is the high-poly one.

It went from 578 polys to 148 polys, but look at how uneven the faces are. If this is ugly right now, imagine how it will be when rigged and animated.

Snapping vertices
When you're optimizing a model, you're merging vertices with eachother to make less polygons.
To start moving the vertices around, you need to activate snapping by pressing S on the keyboard or by clicking this:


Then you need to figure out which vertices you're going to get rid of. Let's start with these edges.


To do that, you'll drag and drop a vertex you want to get rid of onto the closest vertex you want to keep.


I did that for the sandal. Half of the vertical lines are gone now, but the shading is all weird.

That's because they're not welded yet. The polycount hasn't decreased yet.

Weld the vertices like we did before.

That fixed the shading and we got rid of 102 polygons.

Now let's do the same for horizontal lines.

After welding we got rid of 134 more polygons.


Finishing the optimization

Once you have a reasonable polygon count, you'll have to do some final steps before exporting.
First, go out of vertex mode:


If your model was already rigged, Go back in the Skin modifier and check Always Deform


If the texture is a little bit distorted, you can try to fix the UV with an Unwrap UVW modifier.



TIPS

Alt+X to make the model transparent. Useful to see if some faces could be deleted because you'll never see them.
Right click > Hide selection. If your model is separated into a few sub-models, you can hide the ones that get in the way. Undo that with Right click > Unhide all.
If you want advanced techniques on how to optimize a model, look up Valve's LOD tutorial.


CONCLUSION

I've only optimized one sandal but you get the idea. If you do that for the whole model, you'll have under 6k polygons and your model will work in Brawl.
This technique will keep your smoothing groups, texture coordinates, and rigs.
It's long and annoying but in the end the results are worth it.
2  Help & Tutorials / Help / Selecting Pokemon Trainer instantly freezes the game on: June 03, 2012, 09:13:31 PM
When selecting characters, not even half a second after I select Pokemon Trainer, the game freezes. Every time.

I tried desactivating Gecko hacks but I still get the freeze. I used my own Brawl disc + Gecko hacks and it works fine. So I'm basically only trying to make it work using the Configurable USB Loader.

When I select Brawl in the USB Loader, I get this note:
"NOTE: You are using CIOS249 rev 14: It has known problems with dual layer games. It is highly recommended that you use a different IOS or revision for installation/playback of this game."
I tried 250, still got the bug. I installed and tried 222, still got the bug.


Maybe the iso is the problem? Or is there a cIOS I haven't tried that would work better?

edit:
I loaded the iso in Dolphin, and Pokemon Trainer freezes there too. So it's definitely the iso that has something wrong. Does anyone know what could cause an iso to freeze like that?
I'll try using WiiScrubber and replace the pac and pcs until it doesn't freeze...
3  Super Smash Bros. Brawl Hacking / Stages / Segab's stages - only WIPs for now on: July 10, 2011, 10:36:28 PM
What's that, stages?
yep, started working on that kind of stuff.
Please give opinions or recommendations on my WIPs so that you can enjoy the stages when they come out!

also, if you wanna stalk me, I'm on Tumblr. I'll post WIPs of my stuff there. More people following me = more updates.
http://segab.tumblr.com/

-Releases-

(Murdering Twinmaker will come soon.)



-WIPs-

VVVVVV stage - Murdering Twinmaker:
the stage is practically done, it will be released in the next days.
this is just a pic of when it was a WIP:

the original from VVVVVV:


Bit.Trip Runner stage:
only planned, but I'm gonna do either this

or this


Joy Mech Fight stage:
textures are ready, but the stage itself it far from being complete.
original from the game:

with removed HUD and players:

4  Help & Tutorials / Help / Transparent stage textures on: June 22, 2011, 11:37:36 PM
So this is what my stage is supposed to look like. The round thing in the middle is a teleporter from VVVVVV, and it's a transparent texture.
http://i52.tinypic.com/2lw11zs.png

here's a screenshot of how the texture looks like in BrawlBox, in this case I picked CI8 format with RGB5A3.
http://i54.tinypic.com/5fgb9j.png

but if I launch the game, this is what happens:
http://i56.tinypic.com/2wcgmtw.png
it changes the texture to another texture..?

I've tried picking another texture format when importing, and I get this instead:
http://i52.tinypic.com/9bd9vt.png
right texture, black background.

so.. wtf?
5  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Segab's 3D stuff [Ethan released] on: August 16, 2010, 04:02:00 PM
Hey. I figured how to make those.
Newest at the top.
Click on pictures to enlarge them.


WIPs:
Masked Dedede (from Kirby Super Star Ultra) [reference pic]
Just an idea. But I should be able to do that.


Bunnie Rabbot (from Sonic comics) [reference pic]
Just an idea, would take a lot of work...


Davy (from Chameleon Twist 2) [reference pic]
So far so good.



Ethan (from Pokémon Heart Gold/Soul Silver) [reference pic]
Ethan from Pokemon Heart Gold / Soul Silver.
Edited hair, cap, backpack, shirt, shorts and shoes. The only thing I didn’t touch was the face and hands.




Finn (from Adventure Time) [reference pic]
He's not a knight, he's a boy. And his hat is awesome.
That hat was.. annoying to make. He got shorts now, and no more nose.




Jake (from Adventure Time) [reference pic]
Shh, he's connecting to the internet with his mind.
Originally planned on Pikachu, but...this happened.




Scout (from Team Fortress 2) [reference pic]
Grass grows, birds fly, sun shines, and brother, I PK Fire people.
Fronted hat, earpiece and edited backpack so that it looks like the Scout.

(Contains both Red & Blu Scout, pcs and pac, and the CSP as well



Engineer (from Team Fortress 2) [reference pic]
I built that.
That's my good old TF2 Engineer texture, but without moustache, and edited FLUDD shaped into a lvl1 sentry gun.

(Contains both Red & Blu Engy, pcs and pac, and the CSP as well
6  Help & Tutorials / Help / Luigi's Mansion freezes even if there's no texture [solved] on: December 07, 2009, 04:55:23 PM
yup..
I wanted to try Jack H's Luigi's Mansion texture (like here http://kc-mm.com/?page_id=11) but when I picked the stage, it froze.
So I close my Wii, went back to my PC and removed the texture.
Then I went back and chose Luigi's Mansion again, and it froze again.

I don't have a texture on it, not even a music hack.
I'm not sure but I think the same is happenning to Mushroomy Kingdom 1-1. (and MK1-2 works perfectly, even if I have a texture for it)

btw the codes I have on are:
-the File Patch 2.5.1
-unrestricted pause camera
-Stage roster expansion 1.1
-Custom SSS
7  Super Smash Bros. Brawl Hacking / Attacks and Animations / PSA Resource Thread - *UPDATED* List of Common SFX on: August 10, 2009, 05:28:29 PM
PSA Resource Thread

Here you'll find all the data collected by people regarding certain aspects of PSA. Be it GFX, Subactions, bones or anything else, if someone posted it you can find it on one of these lists.
If you find something that isn't listed here, please post it, it will make everything easier.


Subaction IDs

Code:
000 Wait1
001 Wait2
002 Wait3
003 Wait4
004 Wait5
005 WaitItem
006 ItemHandPickUp
007 ItemHandHave
008 ItemHandGrip
009 ItemHandSmash
00A WalkSlow
00B WalkMiddle
00C WalkFast
00D WalkBrake
00E Dash
00F Run
010 RunBrake
011 Turn
012 TurnRun
013 TurnRunBrake
014 JumpSquat
015 JumpF
016 JumpF
017 JumpB
018 JumpB
019 JumpAerialF
01A JumpAerialB
01B JumpAerialF
01C JumpAerialF2
01D JumpAerialF3
01E JumpAerialF4
01F JumpAerialF5
020 Fall
021 FallF
022 FallB
023 FallAerial
024 FallAerialF
025 FallAerialB
026 FallSpecial
027 FallSpecialF
028 FallSpecialB
029 DamageFall
02A Squat
02B SquatWait
02C SquatWait2
02D SquatWaitItem
02E SquatF
02F SquatB
030 SquatRv
031 LandingLight
032 LandingHeavy
033 LandingFallSpecial
034 StepJump
035 StepPose
036 StepBack
037 StepAirPose
038 StepFall
039 GlideStart
03A GlideDirection
03B GlideWing
03C GlideAttack
03D GlideEnd
03E GlideLanding
03F GuardOn
040 Guard
041 GuardOff
042 GuardDamage
043 EscapeN
044 EscapeF
045 EscapeB
046 EscapeAir
047 Rebound
048 Attack11
049 Attack12
04A Attack13
04B Attack100Start
04C Attack100
04D AttackEnd
04E AttackDash
04F AttackS3Hi
050 AttackS3S
051 AttackS3S2
052 AttackS3S3
053 AttackS3Lw
054 AttackHi3
055 AttackLw3
056 AttackS4Start
057 AttackS4S
058 AttackS4S
059 AttackS4S2
05A AttackS4S
05B AttackS4Hold
05C AttackHi4Start
05D AttackHi4
05E AttackHi4Hold
05F AttackLw4Start
060 AttackLw4
061 AttackLw4Hold
062 AttackAirN
063 AttackAirF
064 AttackAirB
065 AttackAirHi
066 AttackAirLw
067 LandingAirN
068 LandingAirF
069 LandingAirB
06A LandingAirHi
06B LandingAirLw
06C Catch
06D CatchDash
06E CatchTurn
06F CatchWait
070 CatchAttack
071 CatchCut
072 ThrowB
073 ThrowF
074 ThrowHi
075 ThrowLw
076 ThrownB
077 ThrownF
078 ThrownHi
079 ThrownLw
07A ThrownDxB
07B ThrownDxF
07C ThrownDxHi
07D ThrownDxLw
07E CapturePulledHi
07F CaptureWaitHi
080 CaptureDamageHi
081 CapturePulledLw
082 CaptureWaitLw
083 CaptureDamageLw
084 CapturePulledSnake
085 CaptureWaitSnake
086 CaptureDamageSnake
087 CapturePulledSnake
088 CaptureWaitSnake
089 CaptureDamageSnake
08A CapturePulledDxSnake
08B CaptureWaitDxSnake
08C CaptureDamageDxSnake
08D CapturePulledDxSnake
08E CaptureWaitDxSnake
08F CaptureDamageDxSnake
090 CapturePulledBigSnake
091 CaptureWaitBigSnake
092 CaptureDamageBigSnake
093 CapturePulledBigSnake
094 CaptureWaitBigSnake
095 CaptureDamageBigSnake
096 CaptureCut
097 CaptureJump
098 DamageHi1
099 DamageHi2
09A DamageHi3
09B DamageN1
09C DamageN2
09D DamageN3
09E DamageLw1
09F DamageLw2
0A0 DamageLw3
0A1 DamageAir1
0A2 DamageAir2
0A3 DamageAir3
0A4 DamageFlyHi
0A5 DamageFlyN
0A6 DamageFlyLw
0A7 DamageFlyTop
0A8 DamageFlyRoll
0A9 DamageElec
0AA DownBoundU
0AB DownWaitU
0AC DownDamageU
0AD DownDamageU3
0AE DownEatU
0AF DownStandU
0B0 DownAttackU
0B1 DownForwardU
0B2 DownBackU
0B3 DownBoundD
0B4 DownWaitD
0B5 DownDamageD
0B6 DownDamageD3
0B7 DownEatD
0B8 DownStandD
0B9 DownAttackD
0BA DownForwardD
0BB DownBackD
0BC DownSpotU
0BD DownSpotD
0BE Passive
0BF PassiveStandF
0C0 PassiveStandB
0C1 PassiveWall
0C2 PassiveWallJump
0C3 PassiveCeil
0C4 PassiveWall
0C5 FuraFura
0C6 FuraFuraStartD
0C7 FuraFuraStartU
0C8 FuraFuraEnd
0C9 FuraSleepStart
0CA FuraSleepLoop
0CB FuraSleepEnd
0CC Swallowed
0CD Pass
0CE Ottotto
0CF OttottoWait
0D0 WallDamage
0D1 StopCeil
0D2 StopWall
0D3 StopCeil
0D4 MissFoot
0D5 CliffCatch
0D6 CliffWait
0D7 CliffAttackQuick
0D8 CliffClimbQuick
0D9 CliffEscapeQuick
0DA CliffJumpQuick1
0DB CliffJumpQuick2
0DC CliffAttackSlow
0DD CliffClimbSlow
0DE CliffEscapeSlow
0DF CliffJumpSlow1
0E0 CliffJumpSlow2
0E1 SlipDown
0E2 Slip
0E3 SlipTurn
0E4 SlipDash
0E5 SlipWait
0E6 SlipStand
0E7 SlipAttack
0E8 SlipEscapeF
0E9 SlipEscapeB
0EA AirCatch
0EB AirCatchPose
0EC AirCatchHit
0ED AirCatch
0EE SwimRise
0EF SwimUp
0F0 SwimUpDamage
0F1 Swim
0F2 SwimF
0F3 SwimEnd
0F4 SwimTurn
0F5 SwimDrown
0F6 SwimDrownOut
0F7 LightGet
0F8 LightWalkGet
0F9 LightEat
0FA LightWalkEat
0FB HeavyGet
0FC HeavyWalk1
0FD HeavyWalk2
0FE LightThrowDrop
0FF LightThrowF
100 LightThrowB
101 LightThrowHi
102 LightThrowLw
103 LightThrowF
104 LightThrowB
105 LightThrowHi
106 LightThrowLw
107 LightThrowDash
108 LightThrowAirF
109 LightThrowAirB
10A LightThrowAirHi
10B LightThrowAirLw
10C LightThrowAirF
10D LightThrowAirB
10E LightThrowAirHi
10F LightThrowAirLw
110 HeavyThrowF
111 HeavyThrowB
112 HeavyThrowHi
113 HeavyThrowLw
114 HeavyThrowF
115 HeavyThrowB
116 HeavyThrowHi
117 HeavyThrowLw
118 SmashThrowF
119 SmashThrowB
11A SmashThrowHi
11B SmashThrowLw
11C SmashThrowDash
11D SmashThrowAirF
11E SmashThrowAirB
11F SmashThrowAirHi
120 SmashThrowAirLw
121 Swing1
122 Swing3
123 Swing4Start
124 Swing4
125 Swing42
126 Swing4Hold
127 SwingDash
128 Swing1
129 Swing3
12A Swing4Bat
12B SwingDash
12C Swing1
12D Swing3
12E Swing4Start
12F Swing4
130 Swing42
131 Swing4Hold
132 SwingDash
133 Swing1
134 Swing3
135 Swing4Start
136 Swing4
137 Swing42
138 Swing4Hold
139 SwingDash
13A Swing1
13B Swing3
13C Swing4Start
13D Swing4
13E Swing42
13F Swing4Hold
140 SwingDash
141 ItemHammerWait
142 ItemHammerMove
143 ItemHammerAir
144 ItemHammerWait
145 ItemHammerMove
146 ItemHammerAir
147 ItemDragoonRide
148 ItemScrew
149 ItemScrew
14A ItemScrewFall
14B ItemKikc
14C ItemDragoonGet
14D ItemDragoonRide
14E ItemBIg
14F ItemSmall
150 ItemLegsWait
151 ItemLegsSlowF
152 ItemLegsMiddleF
153 ItemLegsFastF
154 ItemLegsBrakeF
155 ItemLegsDashF
156 ItemLegsSlowB
157 ItemLegsMiddleB
158 ItemLegsFastB
159 ItemLegsBrakeB
15A ItemLegsDashB
15B ItemLegsJumpSquat
15C ItemLegsLanding
15D ItemShoot
15E ItemShootAir
15F ItemShoot
160 ItemShootAir
161 ItemShoot
162 ItemShootAir
163 ItemScopeStart
164 ItemScopeRapid
165 ItemScopeFire
166 ItemScopeEnd
167 ItemScopeAirStart
168 ItemScopeAirRapid
169 ItemScopeAirFire
16A ItemScopeAirEnd
16B ItemScopeStart
16C ItemScopeRapid
16D ItemScopeFire
16E ItemScopeEnd
16F ItemScopeAirStart
170 ItemScopeAirRapid
171 ItemScopeAirFire
172 ItemScopeAirEnd
173 ItemLauncher
174 ItemLauncherFire
175 ItemLauncherAirFire
176 ItemLauncher
177 ItemLauncherFire
178 ItemLauncherAirFire
179 ItemLauncherFall
17A ItemLauncherAir
17B ItemAssist
17C GekikaraWait
17D ItemScrew
17E Guard
17F LadderWait
180 LadderUp
181 LadderDown
182 LadderCatchR
183 LadderCatchL
184 LadderCatchAirR
185 LadderCatchAirL
186 LadderCatchEndR
187 LadderCatchEndL
188 RopeCatch
189 RopeFishing
18A SpecialNBittenStart
18B SpecialNBitten
18C SpecialNBittenEnd
18D SpecialAirNBittenStart
18E SpecialAirNBitten
18F SpecialAirNBittenEnd
190 SpecialNDxBittenStart
191 SpecialNDxBitten
192 SpecialNDxBittenEnd
193 SpecialAirNDxBittenStart
194 SpecialAirNDxBitten
195 SpecialAirNDxBittenEnd
196 SpecialNBigBittenStart
197 SpecialNBigBitten
198 SpecialNBigBittenEnd
199 SpecialAirNBigBittenStart
19A SpecialAirNBigBitten
19B SpecialAirNBigBittenEnd
19C SpecialHiCapture
19D SpecialHiDxCapture
19E SpecialSStickCapture
19F SpecialSStickAttackCapture
1A0 SpecialSStickJumpCapture
1A1 SpecialSDxStickCapture
1A2 SpecialSDxStickAttackCapture
1A3 SpecialSDXStickJumpCapture
1A4 ThrownZitabata
1A5 ThrownDxZitabata
1A6 ThrownGirlZitabata
1A7 ThrownFF
1A8 ThrownFB
1A9 ThrownFHi
1AA ThrownFLw
1AB ThrownDxFF
1AC ThrownDxFB
1AD ThrownDxFHi
1AE ThrownDxFLw
1AF GanonSpecialHiCapture
1B0 GanonSpecialHiDxCapture
1B1 SpecialSCapture
1B2 SpecailAirSCatchCapture
1B3 SpecialAirSFallCapture
1B4 SpecialAirSCapture
1B5 SpecialSDxCapture
1B6 SpecailAirSDxCatchCapture
1B7 SpecialAirSDxFallCapture
1B8 SpecialAirSDxCapture
1B9 SpecialNEgg
1BA SpecialSZitabata
1BB SpecialSDxZitabata
1BC AppealHiR
1BD AppealHiL
1BE AppealSR
1BF AppealSL
1C0 AppealLwR
1C1 AppealLwL
1C2 EntryR
1C3 EntryL
1C4 Win1
1C5 Win1Wait
1C6 Win2
1C7 Win2Wait
1C8 Win3
1C9 Win3Wait
1CA Lose
1CB DamageFace
1CC Dark
1CD Spycloak
1CE+ Specials

List by leafgreen386


Animations

Movement/Jump animations

Wait1, Wait2, Wait3: standing animations

JumpSquat: preparing to jump
JumpF: jump forward
JumpB: jump backward
JumpAerialF: double jump forward
JumpAerialB: double jump backward

WalkSlow: walk slow
WalkMiddle: walk middle
WalkFast: walk fast
WalkBrake: brake while walking

Dash: initial dash
Run: run
RunBrake: brake while running

Turn: turn
TurnRun: turn while runnning
TurnRunBrake: turn and brake while running

Squat: crouch


Normal Attack animations

Attack11, Attack12, Attack13 : neutral A combo (ie. punch-punch-kick)
AttackDash : dash attack
AttackS3: Forward tilt if theres no angled (F-tilt)
AttackS3Hi : up Forward tilt (up F-tilt)
AttackS3S : middle Forward tilt (middle F-tilt)
AttackS3Lw : down Forward tilt (down F-tilt)
AttackHi3 : Up tilt (U-tilt)
AttackLw3 : Down tilt (D-tilt)

AttackS4Start : Initate Forward smash
AttackS4S : Forward smash
AttackS4Hold : charge Forward smash
AttackHi4Start : Initate Up smash
AttackHi4 : Up smash
AttackHi4Hold : charge Up smash
AttackLw4Start : Initate Down smash
AttackLw4 : Down smash
AttackLw4Hold : charge Down smash

AttackAirN : Neutral aerial (N-air)
AttackAirF : Forward aerial (F-air)
AttackAirB : Back aerial (B-air)
AttackAirHi : Up aerial (U-air)
AttackAirLw : Down aerial (D-air)

LandingAirN: landing from N-air
LandingAirF: landing from F-air
LandingAirB: landing from B-air
LandingAirHi: landing from U-air
LandingAirLw: landing from D-air

AttackDash: dash attack

CliffAttackQuick : Ledge Attack below 100%
CliffClimbQuick : getting Up without attacking form the ledge below 100%
CliffEscapeQuick : Pressing R/L/shield button to roll from the ledge below 100%
CliffJumpQuick1/2/3... : Jumping up form the ledge below 100%
CliffAttackSlow : Attacking from the ledge above 100%
CliffClimbSlow : getting Up without attacking form the ledge above 100%
CliffEscapeSlow : Pressing R/L/shield button to roll from the ledge above 100%
CliffJumpSlow1/2/3... : Jumping up form the ledge above 100%


Special Attack animations

Special: their name change depending on the character, but they are all B attacks
N: neutral B (ie. SpecialN)
Hi: up B (ie. SpecialHi)
S: side B (ie. SpecialS)
Lw: down B (ie. SpecialLw)
Air: any B attack in the air (ie. SpecialAirS = side B in the air)
depending on the character, there will be something after "Special" and it's direction. "SpecialAirNShoot" would be neutral B while in the air and shooting

Final: using a final smash
FinalAir: using a final smash in the air
some characters will have extra stuff after "Final"


Shield/Dodge animations

GuardOn: start shield
Guard: shielding
GuardOff: stop shield

EscapeN: spot dodge
EscapeF: dodge forward
EscapeB: dodge backward
EscapeAir: air dodge


Grabs/Throws

Catch/CatchDash/CatchTurn : standing, running, and turn-around grabs

ThrowF: forward throw
ThrowB: backward throw
ThrowLw: down throw
ThrowHi: up throw


Other animations

EntryL: Entrance animation facing left
EntryR: Entrance animation facing right

AppealHi: Up Taunt
AppealS: Side taunt (there's 2 of them)
AppealLwR: Down taunt (facing right)
AppealLwL: Down taunt (facing left)

Win1: victory pose 1
Win1Wait: victory pose 1 standby
Win2: victory pose 2
Win2Wait: victory pose 2 standby
Win3: victory pose 3
Win3Wait: victory pose 3 standby
Lose: lose pose

ItemBig: growing after taking a mushroom
ItemSmall: shrinking after taking a poison mushroom


GFX

Here's the list of all the Graphic Effects. #1 to 87 can be used by any character.
Click on the numbers next to the names to see a preview, or look at this video that shows all the effects!
Visual dictionary for universal GFXs in PSA


Value / Effect
1 Generic Hit 1
2 Generic Hit 2
3 Fire Hit
4 Lightning Hit
5 Slash Hit
6 Slash Wave Hit
7 Heavy Landing
8 Light Landing
9 Flash
A Wind
B Flat Circle Smoke
C Spherical Smoke
D Normal Dash Smoke
E Normal Jump Type Smoke
F Lower Part of a Starting Smoke Tornado
10 Shine
11 Light Flash
12 Small Explosion w/ Smoke
13 Lightning (1) (2)
14 Huge Shield (L,R Shield)
15 Small Dust
16 Shield (When you shield at perfect timing)
17 Red SHOOPDAWOOP (kinda, it's the red explosion when you die off the bottom)
18 explosion
19 Small Fire Explosion with Smoke
1A White Dash Smoke
1B Small Falling Smoke
1C Big White Dash Smoke
1D White Blast with Orange-Yellow Circle Around It
1E Three White Circles and One Big White Circle Around the Three Smaller Ones
1F Green to Blue Sphere
20 Small blue bubble that pops (1)
21 Dust (1)
22 White Smoke (1)
23 Medium Size Fire Explosion with Smoke (1)
24 Normal Jump Graphic
25 Cooler Jump Style Graphic (1)
26 Sparks (1)
27 Medium dust blast (1)
28 Very Big dust blast (1)
29 Big dust blast
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
30 Lucario like aura effect
31 Light Line
32 Bright Yellow Orb
33 Smoke
34 Cool vortex Circle Thing
35 Circular Flash
36 Stars (healing visuals)
37 Kirby Star (the effect when you destroy star box in dreamland stage)
38 Pokeball effect (the effect when they are about to come out the ball)
39 Rockslide effect?
3A fire Explosion
3B Better fire explosion
3C Ice Shattering
3D Partyball Confetti
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
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
49 Flash Fire Flare
4A Dark Circle with flames flowing off
4B Dust Smoke Cloud things
4C Red then Blue Fireworks
4D Bomb-omb explosion
4E Water splash
4F Water
50 Water splash
51 Purple Burst
52 Dark Orb
53 Fire Sun (permanent)
54 Flame Orb
55 Stars (permanent)
56 Blue wave Flash
57 Huge coin
58 Green Laser
59 Green thruster
5A More Stars
5B Kirby Warp star
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
60 Small Jagged Red Ball With Fire Coming From the Top (Permanent)
61 Shadow Smoke
62 Respawn Platform
63 Small Yellow Sparkles (Permanent)
64 Dark Red Explosion
65 Smart Bomb Grahpic
66 Lots of Wooden Planks
67 Glass Shatter and Green Lines
68 Confetti and Weird White Symbols (Red Blast in Middle)
69 Confetti and Weird White Symbols (Green Blast in Middle)
6A Awesome Ice Effect (Only works one time, Second Use and After is a White Blast)
6B White Sparkles, then a Bunch of Kirby Stars (Permanent Kirby Stars)
6C Circle of Red Sparks (Permanent)
6D Two Red Circles with Lightning Inside
6E Red Circle with Lightning Inside
6F Oval-esque Light (Green|White|Light Blue) Then Fades to the Left
70 Huge Vertical Ring of Fire
71 Oval-esque Light (Colors Change From Top to Bottom, From Light Blue to Green)
72 Small Glass Shatter
73 Red Ball of Fire
74 White Lines that Form a Cone (Small Part at Bottom) and Green Flakes Appear Halfway Through the Grahpic
75 Circle of Sparkles (Permanent)
76 Random Red Sparkles (Permanent)
77 White Circle Expanding Outwards with a Few Sparkles and Music Notes
78 Random White Sparkles
79 Small White Puff of Smoke
7A White Sphere then Shadow Sphere Inside
7B Circular Splash of Water
7C Big Water Splash That Goes Outward and Up
7D Small White Blast
7E White Sparkles and Kirby Starts (Not Permanent)
7F Big White Circle That Goes Outward, Then Inside of that Another White Circle Appears
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

list by segab, cookieMONster, just2good (lots by him), Kevinrus778 (lots by him too)


External Graphic Effects
(Character Specific Effects)
If the file# is 1 and the graphic is 02, you would type 00010002 in the value.

Here's a list of the official names of the graphics, but they aren't very descriptive. Better descriptions are under parenthesis (if you want me to add a description to an effect, post here). Also, some might be inaccurate, since some of them are guesses from PhantomWings.
Code:
File #1
01 MARIO_FB
02 MARIO_FB_SHOOT
03 MARIO_FB_BOUND
04 MARIO_S_MANT1 (Stars from cape)
05 MARIO_S_MANT2
06 MARIO_S_JUMP
07 MARIO_PUMP_SHOOT
08 MARIO_PUMP_HIT
09 MARIO_PUMP_FADE
0A MARIO_PUMP
0B MARIO_PUMP_MAX

File #2
01 DONKEY_HEADBAT
02 DONKEY_GIANTPUNCH
03 DONKEY_GIANTPUNCH_MAX
04 DONKEY_GIANTPUNCH_SMOKE
05 DONKEY_HANDSLAP
06 DONKEY_ENTRY

File #3
01 LINK_SWORD
02 LINK_ARROW
03 LINK_ARROW_MAX
04 LINK_BOOMERANG
05 LINK_BOOMERANG_T
06 LINK_KAITEN
07 LINK_KAITEN_S
08 LINK_KAITEN_AIR
09 LINK_KAITEN_AIR_S
0A LINK_BOOMERANG_W
0B LINK_BOOMERANG_H
0C LINK_BOOMERANG_WS
0E LINK_NAVY
0F LINK_ENTRY
10 LINK_BOMB_SPARK

File #4
01 SAMUS_JUMP_JET
02 SAMUS_ATK_BOMB
03 SAMUS_CSHOT_BULLET
04 SAMUS_CSHOT_HOLD
05 SAMUS_CSHOT_SHOT
06 SAMUS_CSHOT_MAX
07 SAMUS_MISSILE_STRAIGHT
08 SAMUS_MISSILE_HOMING
09 SAMUS_MISSILE_SHOT
0A SAMUS_SCREWATTACK
0B SAMUS_APPEAL_S
0C SAMUS_GBEAM


File #5
01 YOSHI_TAMAGO_KAKERA_A
02 YOSHI_TAMAGO_KAKERA_B
03 YOSHI_TAMAGO_KAKERA_C
04 YOSHI_GOROGOROTAMAGO
05 YOSHI_TAMAGONAGE
06 YOSHI_HIPDROP_STAR
07 YOSHI_TAMAGOUMI

File #6
01 KIRBY_ATK100
02 KIRBY_SUIKOMI
03 KIRBY_HAMMER
04 KIRBY_HANMMER_A
05 KIRBY_FCUT_A1
06 KIRBY_FCUT_B1
07 KIRBY_FCUT
08 KIRBY_STONE_S
09 KIRBY_STONE_E
0A KIRBY_FCUT_B2
0B KIRBY_FCUT_B3
0C KIRBY_FCUT_B4
0D KIRBY_STAR
0E KIRBY_FCUT_A2

File #7
01 FOX_ILLUSION_START
02 FOX_ILLUSION_M
03 FOX_ILLUSION_P
04 FOX_ILLUSION_END
05 FOX_REF_FLASH
06 FOX_REF_START
07 FOX_REF_LOOP
08 FOX_FIREFOX_START
09 FOX_FIREFOX
0A FOX_BLASTER_BULLET
0B FOX_BLASTER_SHOT
0C FOX_REF_REF
0D FOX_APPEAL_S

File #8
01 PIKACHU_ATK_S41
02 PIKACHU_ATK_S42
03 PIKACHU_DENGEKI
04 PIKACHU_DENGEKI_BOUND
05 PIKACHU_DENGEKI_LOOP
06 PIKACHU_KAMINARI_HIT
07 PIKACHU_KAMINARI_GR
08 PIKACHU_KAMINARI_START
09 PIKACHU_KAMINARI_END
0A PIKACHU_KAMINARI_CLOUD
0B PIKACHU_ZUTSUKI_HOLD
0C PIKACHU_ZUTSUKI_BOMB
0D PIKACHU_ZUTSUKI_SMOKE

File #9
01 LUIGI_FB
02 LUIGI_FB_SHOOT (Green fire)
03 LUIGI_FB_BOUND
04 LUIGI_ROCKET
05 LUIGI_CYCLONE

File #A
01 CAPTAIN_FP
02 CAPTAIN_FP_HOLD
03 CAPTAIN_FN_H_FIRE
04 CAPTAIN_FN
05 CAPTAIN_FN_AIR
06 CAPTAIN_FK_FLASH
07 CAPTAIN_FK
08 CAPTAIN_FP_FLASH
09 CAPTAIN_ENTRY
0A CAPTAIN_APPEAL_HI

File #B
01 NESS_PSI_ATK
02 NESS_PKT_BULLET
03 NESS_PKT_TAIL_A
04 NESS_PKT_TAIL_B
05 NESS_PKT_HOLD
06 NESS_PKT_ATTACK
07 NESS_PKFI_BULLET
08 NESS_PKFI_BOMB
09 NESS_PKFL_BULLET
0A NESS_PKFL_BULLET_ED
0B NESS_PKFL_BOMB
0C NESS_PSIMAGNET
0D NESS_ENTRY

File #C
01 KOOPA_BREATH
02 KOOPA_BREATH_M_FIRE
03 KOOPA_SHELL
04 KOOPA_DROP
05 KOOPA_WAIT_BREATH
06 KOOPA_GK_FREEZE
07 KOOPA_GK_SHIEN
08 KOOPA_GK_SMOKE
09 KOOPA_APPEAL_S
0A KOOPA_ENTRY
0B KOOPA_CHANGE_FLASH_A
0C KOOPA_CHANGE_FLASH_B
0D KOOPA_CHANGE_START_A
0E KOOPA_CHANGE_STRAT_B

File #D
01 PEACH_BOMBER
02 PEACH_KINOPIO_HIT
03 PEACH_KINOPIO_BULLET
04 PEACH_HIKKONUKI
05 PEACH_ENTRY
06 PEACH_ATTACK_HI3
07 PEACH_APPEAL_S

File #E
01 ZELDA_ATK_A
02 ZELDA_ATK_B
03 ZELDA_ATK_HI4_A
04 ZELDA_ATK_HI4_B
05 ZELDA_ATK_S4
06 ZELDA_FLOR_START
07 ZELDA_FLOR_END
08 ZELDA_NAYRU
09 ZELDA_NAYRU_FLASH
0A ZELDA_DIN_START
0B ZELDA_DIN_TAMA
0C ZELDA_DIN_BOMB
0D ZELDA_CHANGE_START
0E ZELDA_CHANGE_END
0F ZELDA_SHIKOMIBARI
10 ZELDA_FUSHIN_START
11 ZELDA_FUSHIN_END
12 ZELDA_ENTRY
13 ZELDA_CHANGE_FLASH_A
14 ZELDA_CHANGE_FLASH_B

File #?
01 POPO_ICESHOT_SMASH
02 POPO_ICESHOT_APPEAR
03 POPO_ICESHOT_COLD_A
04 POPO_ICESHOT_COLD_B
05 POPO_GOMJUMP
06 POPO_BLIZZERD_SHOOT
07 POPO_BLIZZERD_BULLET
08 POPO_THAMMER

File #?
01 MARTH_SWORD
02 MARTH_S_BREAKER
03 MARTH_COUNTER
04 MARTH_ENTRY

File #?
01 FALCO_VISION_START
02 FALCO_VISION_M
03 FALCO_VISION_P
04 FALCO_VISION_END
05 FALCO_REF_FLASH
06 FALCO_REF_START
07 FALCO_REF_LOOP
08 FALCO_FIREBIRD_START
09 FALCO_FIREBIRD
0A FALCO_BLASTER_BULLET
0B FALCO_BLASTER_SHOT
0C FALCO_REF_REF

File #15
01 GANON_MAJINKEN
02 GANON_MAJINKEN_HOLD
03 GANON_MAJINKEN_FLASH
04 GANON_REKKIKYAKU
05 GANON_ENGOKUA_FLASH
06 GANON_ENGOKUA_G
07 GANON_ENGOKUA_A
08 GANON_ENGOKUA
09 GANON_ENTRY
0A GANON_ENTRY_AURA
0B GANON_APPEAL_S

File #16
01 WARIO_PPE_S
02 WARIO_PPE_M
03 WARIO_PPE_L
04 WARIO_PPE_L_2
05 WARIO_PPE_FLY
06 WARIO_PPE_FLY_2
07 WARIO_KAMITSUKI_OPEN
08 WARIO_KAMITSUKI_BOMB
09 WARIO_KAMITSUKI_BITE
0A WARIO_CORKSCREW
0B WARIO_BIKE_SMOKE
0C WARIO_BIKE_BREAK
0D WARIO_KAMITSUKI_END
0E WARIO_BIKE_SMOKE_S
0F WARIO_02
10 WARIO_03
11 WARIO_04
12 WARIO_05
13 WARIO_06
14 WARIO_07
15 WARIO_CHANGE_FLASH_A
16 WARIO_CHANGE_FLASH_B

File #17
01 META_K_ATK100
02 META_K_ATKS3S1
03 META_K_ATKS3S2
04 META_K_ATKS3S3
05 META_K_ATKS4S
06 META_K_ATK_HI4
07 META_K_ATK_LW4
08 META_K_ATK_AIR_B
09 META_K_ATK_AIR_F
0A META_K_ATK_AIR_HI
0B META_K_ATK_AIR_LW
0C META_K_DOWN_ATK
0D META_K_SWORD
0E META_K_DOWN_ATK_D
0F META_K_CLIFF_ATK_Q
10 META_K_CLIFF_ATK_S
11 META_K_GLIDE_ATK
12 META_K_SLIP_ATK
13 META_K_THROW_B
14 META_TORNADO
15 META_DRILL
16 META_MANTLE_START
17 META_MANTLE_END
18 META_SHUTTLELOOP
19 META_DM_ATTACK
1A META_DM_ATTACK_AIR
1B META_DM_ATTACK_F
1C META_DM_ATTACK_B

File #18
01 PIT_SWORD
02 PIT_ATK_AIR_N
03 PIT_ATK_AIR_HI
04 PIT_ATK100
05 PIT_FEATHER
06 PIT_PA_HOLD_ARROW
07 PIT_PA_HOLD_BOW
08 PIT_PA_FLY_ARROW
09 PIT_PA_STICK_ARROW
0A PIT_IKAROS_GOKOU
0B PIT_IKAROS_FLARE
0C PIT_IKAROS_WING_FLARE
0D PIT_PA_FLY_ARROW_FLASH
0E PIT_ANGERING
0F PIT_KAGAMI
10 PIT_KAGAMI_REF
11 PIT_ANGERING_START
12 PIT_ANGERING_END
13 PIT_ENTRY

File #19
01 SZERO_ATK_LW4
02 SZERO_MUZZULE
03 SZERO_BULLET_S
04 SZERO_BULLET_L
05 SZERO_PL_HOLD
06 SZERO_PL_SHOT
07 SZERO_PL_HIT
08 SZERO_ATK_AIRN
09 SZERO_WHIP_A
0A SZERO_WHIP_B
0B SZERO_ATK_S4S
0C SZERO_PWHIP
0D SZERO_ENTRY_FLASH
0E SZERO_ENTRY_SMOKE
0F SZERO_ENTRY_END

File #?
01 PIKMIN_SEIRETSU
02 PIKMIN_HIKKONUKI
03 PIKMIN_ORDER
04 PIKMIN_DEAD_RED
05 PIKMIN_DEAD_BLUE
06 PIKMIN_DEAD_YELLOW
07 PIKMIN_DEAD_WHITE
08 PIKMIN_DEAD_PURPLE
09 PIKMIN_HIT_RED
0A PIKMIN_HIT_BLUE
0B PIKMIN_HIT_YELLOW
0C PIKMIN_HIT_WHITE
0D PIKMIN_HIT_PURPLE
0E PIKMIN_ANTENNA
0F PIKMIN_ANTENNA_01
10 PIKMIN_ANTENNA_02
11 PIKMIN_ANTENNA_03
12 PIKMIN_ANTENNA_04
13 PIKMIN_ANTENNA_05
14 PIKMIN_ANTENNA_06

File #?
01 LUCAS_HOLD
02 LUCAS_PSI_ATK
03 LUCAS_ATK_LW4
04 LUCAS_ATK_HI4
05 LUCAS_PKT_BULLET
06 LUCAS_PKT_TAIL_A
07 LUCAS_PKT_TAIL_B
08 LUCAS_PKT_HOLD
09 LUCAS_PKT_ATTACK
0A LUCAS_PKFI_BULLET
0B LUCAS_PKFI_BOMB
0C LUCAS_PKFR_BULLET
0D LUCAS_PKFR_BULLET_ED
0E LUCAS_PKFR_BOMB
0F LUCAS_PSIMAGNET

File #?
01 DIDDY_ATTACKLW3
02 DIDDY_BJET
03 DIDDY_POPGUN
04 DIDDY_POPGUN_BREAK
05 DIDDY_MFLIP_CHOP
06 DIDDY_POPGUN_BREAK_A
07 DIDDY_POPGUN_BREAK_B
08 DIDDY_ENTRY

File #?
01 POKETRAINER_CHANGE_THROW
02 POKETRAINER_CHANGE_CATCH
03 POKETRAINER_CHANGE_IN
04 POKETRAINER_CHANGE_OUT
05 POKETRAINER_CHANGE_MBALL
06 POKETRAINER_CHANGE_RETURN

File #?
01 POKELIZARDON_TAIL_FIRE
02 POKELIZARDON_ATK_FIRE
03 POKELIZARDON_ATK_HI3
04 POKELIZARDON_MOUTH_FIRE
05 POKELIZARDON_STANDBY_FIRE
06 POKELIZARDON_KAENHOUSYA
07 POKELIZARDON_IWAKUDAKI
08 POKELIZARDON_SORAWOTOBU
09 POKELIZARDON_ATK_LW4
0A POKELIZARDON_ATK_AIRF

File #?
01 POKEZENIGAME_ATK_HI4
02 POKEZENIGAME_ATK_WATER_A
03 POKEZENIGAME_ATK_WATER_B
04 POKEZENIGAME_TAKINOBORI
05 POKEZENIGAME_TAKINOBORI_END
06 POKEZENIGAME_MIZUTEPPO_SHOOT
07 POKEZENIGAME_MIZUTEPPO_LIGHT
08 POKEZENIGAME_MIZUTEPPO_FADE
09 POKEZENIGAME_MIZUTEPPO_HIT
0A POKEZENIGAME_MIZUTEPPO
0B POKEZENIGAME_KARANIKOMORU
0C POKEZENIGAME_MIZUTEPPO_MAX

File #?
01 POKEFUSHIGISOU_ATK_HI4
02 POKEFUSHIGISOU_ATK_AIR_HI
03 POKEFUSHIGISOU_ATK_AIR_LW
04 POKEFUSHIGISOU_LEAF
05 POKEFUSHIGISOU_ATK11
06 POKEFUSHIGISOU_ATK12
07 POKEFUSHIGISOU_ATK100
08 POKEFUSHIGISOU_ATKS3S
09 POKEFUSHIGISOU_TANEMG
0A POKEFUSHIGISOU_TANEMG_TAMA
0B POKEFUSHIGISOU_TANEMG_HIT
0C POKEFUSHIGISOU_H_CUTTER
0D POKEFUSHIGISOU_TMUCHI_TRACE
0E POKEFUSHIGISOU_TMUCHI_FLASH
0F POKEFUSHIGISOU_H_CUTTER_HA

File #?
01 DEDEDE_HAMMER
02 DEDEDE_HAMMER_SPIN
03 DEDEDE_JETHAMMER_HOLD
04 DEDEDE_JETHAMMER_HOLD_MAX
05 DEDEDE_JETHAMMER
06 DEDEDE_JETHAMMER_MAX
07 DEDEDE_SUPERJUMP_RISE
08 DEDEDE_SUPERJUMP_STAR
09 DEDEDE_SUIKOMI
0A DEDEDE_WAD_DEAD
0B DEDEDE_WAD_THUNDER
0C DEDEDE_JETHAMMER_HOLD2
0D DEDEDE_JETHAMMER_HOLD_MAX2
0E DEDEDE_JETHAMMER2
0F DEDEDE_JETHAMMER_MAX2

File #22
01 LUCARIO_HADOU
02 LUCARIO_BFLASH_L
03 LUCARIO_BFLASH_R
04 LUCARIO_HATTACK_A
05 LUCARIO_HATTACK_B
06 LUCARIO_HATTACK_C
07 LUCARIO_HADOUDAN
08 LUCARIO_HADOUDAN_MAX_L
09 LUCARIO_HADOUDAN_MAX_R
0A LUCARIO_SINSOKU
0B LUCARIO_HAKKEI_NEAR
0C LUCARIO_HAKKEI_FAR
0D LUCARIO_KAGEBUNSHIN
0E LUCARIO_KAGEBUNSHIN_SPLIT
0F LUCARIO_KAGEBUNSHIN_APPEAR
10 LUCARIO_HADOUDAN_TAIL
11 LUCARIO_AURA
12 LUCARIO_HAKKEI

File #?
01 IKE_SWORD
02 IKE_HUNKA_HOLD
03 IKE_HUNKA
04 IKE_HUNKA_MAX
05 IKE_IAIGIRI
06 IKE_COUNTER
07 IKE_ENTRY
08 IKE_APPEAL_LW
09 IKE_HUNKA_SPIN

File #?
01 ROBOT_FOOTMARK
02 ROBOT_NOZZLE_LOOP
03 ROBOT_NOZZLE_END
04 ROBOT_JUMP_JET
05 ROBOT_ATK_JET
06 ROBOT_ATK_N_JET
07 ROBOT_ATK_LW_JET
08 ROBOT_EYE_FLASH
09 ROBOT_ATTACK_S4S
0A ROBOT_ROBOBURNER
0B ROBOT_ROBOBEAM
0C ROBOT_LAMP_S
0D ROBOT_LAMP_M
0E ROBOT_LAMP_L
0F FINROBOT_MAIN
10 FINROBOT_ENDFINROBOT_MAIN2
11 FINROBOT_MAIN3
12 ROBOT_ARMSPINROBOT_ARMSPIN_01
13 ROBOT_ARMSPIN_02
14 ROBOT_ARMSPIN_03
15 ROBOT_ARMSPIN_04
16 ROBOT_ARMSPIN_05
17 ROBOT_ARMSPIN_06

File #26
01 PURIN_UTAU
02 PURIN_KOROGARU
03 PURIN_APPEAL_LW

File #?
01 TOONLINK_SWORD
02 TOONLINK_ARROW_MAX
03 TOONLINK_BOOMERANG
04 TOONLINK_BOOMERANG_T
05 TOONLINK_KAITEN_S
06 TOONLINK_KAITEN_AIR_S
07 TOONLINK_BOMB
08 TOONLINK_BOMB_SPARK
09 TOONLINK_ENTRY

File #?
01 WOLF_REF_FLASH
02 WOLF_REF_START
03 WOLF_REF_LOOP
04 WOLF_BLASTER_BULLET
05 WOLF_BLASTER_SHOT
06 WOLF_REF_REF
07 WOLF_SCRATCH
08 WOLF_SLASH
09 WOLF_SHOOT

File #?
01 SNAKE_ATK_S4S
02 SNAKE_ATK_HI4
03 SNAKE_MORTER_SMOKE
04 SNAKE_ATK_LW4_S
05 SNAKE_ATK_LW4_H
06 SNAKE_ATK_LW4
07 SNAKE_ATK_LW4_BOMB
08 SNAKE_MISSILE_SMOKE
09 SNAKE_REMOTE_MISSILE
0A SNAKE_CYPHER
0B SNAKE_C4
0C SNAKE_ENTRY
0D SNAKE_ENTRY_THUNDER
0E SNAKE_R1
0F SNAKE_R2
10 SNAKE_R3
11 SNAKE_R4
12 SNAKE_R5

File #?
01 SONIC_SPINWIND
02 SONIC_PUNCHTRACE
03 SONIC_ATK_LW
04 SONIC_SPINTRACE
05 SONIC_SPINWIND_L
06 SONIC_SPINTRACE_L
07 SONIC_IDLING
08 SONIC_HOMINGTRACE
09 SONIC_GIMMCKJUMP
0A SONIC_RUNTRACE
0B SONIC_RUNTRACE_01
0C SONIC_RUNTRACE_02
0D SONIC_RUNTRACE_03
0E SONIC_RUNTRACE_04
0F SONIC_RUNTRACE_05
List by PhantomWings


SFX

Here's a list of all the common SFX for NTSC courtesy of StarWaffle and Albafika:

PSA Brawl Sound Effects [0000 - 0034]


PSA Brawl Sound Effects [0035 - 0109]


PSA Brawl Sound Effects [1F48-1FCA]


Code:
FIRST VIDEO

1. 0000 snd_se_system_cursor
2. 0001 snd_se_system_fixed
3. 0002 snd_se_system_cancel
4. 0003 snd_se_system_Beep
5. 0004 snd_se_system_SnapShot
6. 0005 snd_se_system_InfoWindow_Open
-7. 0006 snd_se_system_InfoWindow_Close
8. 0007 snd_se_system_ScrollBar
9. 0008 snd_se_system_Plate_Catch
10. 0009 snd_se_system_Plate_Off
11. 000A snd_se_common_Countdown
-12. 000B snd_se_common_JustDefense
-13. 000C snd_se_common_ShieldReflect
-14. 000D snd_se_common_JustImpact
-15. 000E snd_se_common_Step_Metal
16. 000F snd_se_common_Hit_Muteki
17. 0010 snd_se_common_Sousatu
*18. 0011 snd_se_common_Waring_Out
19. 0012 snd_se_common_LifeUp
20. 0013 SND_SE_SYSTEM_FIXED_L
21. 0014 SND_SE_SYSTEM_CURSOR_L
-22. 0015 snd_se_system_019
23. 0016 snd_se_audience_suddendeath
24. 0017 snd_se_Audience_Doyomeki_l
25. 0018 snd_se_Audience_Doyomeki_m
26. 0019 snd_se_Audience_Doyomeki_s
27. 001A snd_se_Audience_Kansei_l
28. 001B snd_se_Audience_Kansei_m
29. 001C snd_se_Audience_Kansei_s
30. 001D snd_se_Audience_Hakusyu_l
31. 001E snd_se_Audience_Hakusyu_m
32. 001F snd_se_Audience_Hakusyu_s
33. 0020 snd_se_Audience_Zannen
34. 0021 snd_se_AllStar_Heal_Warp
35. 0022 snd_se_system_Pause
36. 0023 snd_se_system_Page_Change
37. 0024 snd_se_system_Switch
38. 0025 snd_se_system_Counter
39. 0026 snd_se_system_2P_into
40. 0027 snd_se_system_collection_save
41. 0028 snd_se_system_collection_delete
*42. 0029 snd_se_system_zoom_in
*43. 002A snd_se_system_zoom_out
-44. 002B snd_se_system_041
-45. 002C snd_se_system_042
-46. 002D snd_se_system_043
-47. 002E snd_se_system_044
-48. 002F snd_se_system_045
-49. 0030 snd_se_system_046
-50. 0031 snd_se_system_047
-51. 0032 snd_se_system_048
-52. 0033 snd_se_system_049
-53. 0034 snd_se_system_050

SECOND VIDEO

1. 0035 Punch/Kick swing S
2. 0036 Punch/Kick swing M
3. 0037 Punch/Kick swing L
4. 0038 Sword Swing S
5. 0039 Sword Swing M
6. 003A Sword Swing L
7. 003B Punch Hit S
8. 003C Punch Hit M
9. 003D Punch Hit L
10. 003E Kick Hit S
11. 003F Kick Hit M
12. 0040 Kick Hit L
13. 0041 Sword Hit S
14. 0042 Sword Hit M
15. 0043 Sword Hit L
16. 0044 Hit Flying S
17. 0045 Hit Flying M
18. 0046 Hit Flying L
19. 0047 Blast Zone Death
-20. 0048 N/A
-21. 0049 N/A
-22. 004A N/A
23. 004B Fire S
24. 004C Fire M
25. 004D Fire L
26. 004E Fire XL
27. 004F Bomb S
28. 0050 Bomb M
29. 0051 Bomb L
30. 0052 Bomb XL
31. 0053 Cliff Catch
-32. 0054 N/A
-33. 0055 N/A
-34. 0056 N/A
-35. 0057 N/A
36. 0058 Star KO'ed
-37. 0059 N/A
-38. 005A N/A
-39. 005B N/A
-40. 005C N/A
-41. 005D N/A
42. 005E Down Ground Hit
43. 005F Down Ground Hit 2
-44. 0060 N/A
*45. 0061 Dizzy After Shield Break
46. 0062 Shield Break
47. 0063 Shield On
48. 0064 Shield Off
49. 0065 Swallow Drink
50. 0066 Swallow Drink 2
51. 0067 Peanut
-52. 0068 N/A
53. 0069 Charge Smash Start
54. 006A Swing S
55. 006B Swing S2
56. 006C Swing S3
57. 006D Swing S4
58. 006E Swing S5
59. 006F Swing S6
60. 0070 Swing M
61. 0071 Swing M2
62. 0072 Thump
63. 0073 Swing L
64. 0074 Disapointing Boop
65. 0075 Magic Hit S
66. 0076 Magic Hit M
67. 0077 Magic Hit L
68. 0078 Magic Hit XL
69. 0079 Electric Hit S
70. 007A Electric Hit M
71. 007B Electric Hit L
72. 007C Electric Hit XL
73. 007D Step Rock
74. 007E Step Grass
75. 007F Step Soil
76. 0080 Step Wood
77. 0081 Step Iron
78. 0082 Step Iron 2
79. 0083 Step Carpet
80. 0084 Step NumeNume
81. 0085 Step Creature
82. 0086 Step Water
83. 0087 Step Soft
84. 0088 Step TuruTuru
85. 0089 Step Snow
86. 008A Step Ice
87. 008B Step GameWatch
88. 008C Step Oil
89. 008D Step Danbouru
90. 008E Landing Rock
91. 008F Landing Grass
92. 0090 Landing Soil
93. 0091 Landing Wood
94. 0092 Landing Iron
95. 0093 Landing Iron 2
96. 0094 Landing Carpet
97. 0095 Landing NumeNume
98. 0096 Landing Creature
99. 0097 Landing Water
100. 0098 Landing Soft
101. 0099 Landing TuruTuru
102. 009A Landing Snow
103. 009B Landing Ice
104. 009C Landing GameWatch
105. 009D Landing Oil
106. 009E Landing Danbouru
107. 009F Slip
108. 00A0 Thud2
109. 00A1 Slip2
110. 00A2 Slip3
111. 00A3 Slip
112. 00A4 Slip
113. 00A5 Thud3
114. 00A6 Slam
115. 00A7 Fire Charge
116. 00A8 Swing L
117. 00A9 Swing L2
118. 00AA Water Hit S
119. 00AB Water Hit M
120. 00AC Water Hit L
121. 00AD Water Hit XL
122. 00AE Foot Stool Hit
-123. 00AF N/A
124. 00B0 Water Splash S
125. 00B1 Water Splash M
126. 00B2 Water Splash S2
127. 00B3 Water Splash M2
128. 00B4 Water Splash S3
129. 00B5 Water Splash M3
130. 00B6 Water Splash M4
131. 00B7 Water Splash M5
132. 00B8 Water Splash S4
133. 00B9 Water Bubbles
134. 00BA Landing Water S
135. 00BB Landing Water M
136. 00BC Landing Water L
137. 00BD Phantom Hit Spark
138. 00BE Explosion-y
139. 00BF Fully Charged
140. 00C0 Item Landing
141. 00C1 Shield Hit
142. 00C2 Swing L
143. 00C3 Freeze
-144. 00C4 N/A
-145. 00C5 N/A
146. 00C6 Bomb Damage S
147. 00C7 Bomb Damage M
148. 00C8 Bomb Damage L
149. 00C9 Bomb Damage XL
150. 00CA Step ElectroP
151. 00CB Landing ElectroP
152. 00CC Freeze S
153. 00CD Freeze M
154. 00CE Freeze L
155. 00CF Freeze XL
156. 00D0 Metal Step S
157. 00D1 Metal Step M
158. 00D2 Metal Step L
159. 00D3 Metal Landing S
160. 00D4 Metal Landing M
161. 00D5 Metal Landing L
162. 00D6 Get Sticker
163. 00D7 Get Trophy
164. 00D8 Get CD
165. 00D9 Perfect Shield
166. 00DA SSE Stage Complete
*167. 00DB Magma Earthquake
168. 00DC Step Cloud
169. 00DD Step Akuukan
170. 00DE Step Brick
171. 00DF Landing Cloud
172. 00E0 Landing Akuukan
173. 00E1 Landing Brick
174. 00E2 Step Famicom
175. 00E3 Step Fence
176. 00E4 Step Sand
177. 00E5 Landing Famicom
178. 00E6 Landing Fence
179. 00E7 Landing Sand
180. 00E8 Mario Coin
181. 00E9 Star Fox Communication Start
182. 00EA Laser-ish Noise
-183. 00EB N/A
184. 00EC Swollow S
185. 00ED Swallow M
186. 00EE Swallow L
187. 00EF Swallo XL
188. 00F0 Swallow XXL
189. 00F1 Swallow XXXL
190. 00F2 Swallow XXXXL
-191. 00F3 N/A
-192. 00F4 N/A
-193. 00F5 N/A
-194. 00F6 N/A
-195. 00F7 N/A
-196. 00F8 N/A
-197. 00F9 N/A
-198. 00FA N/A
-199. 00FB N/A
-200. 00FC N/A
-201. 00FD N/A
-202. 00FE N/A
-203. 00FF N/A
-204. 0100 N/A
-205. 0101 N/A
-206. 0102 N/A
-207. 0103 N/A
-208. 0104 N/A
-209. 0105 N/A
-210. 0106 N/A
-211. 0107 N/A
-212. 0108 N/A
-213. 0109 N/A

THIRD VIDEO

====[1F48-1FCA]====

1. 1F48 snd_se_item_sandbag_dmg_s
2. 1F49 snd_se_item_sandbag_dmg_l
3. 1F4A snd_se_item_sandbag_drop
4. 1F4B snd_se_item_sandbag_landing
*5. 1F4C snd_se_item_carrierbox_slide
*6. 1F4D snd_se_item_curry_fire
7. 1F4E snd_se_item_curry_shot
8. 1F4F snd_se_item_curry_shot_b
9. 1F50 snd_se_item_curry_shot_c
10. 1F51 snd_se_item_Goldenhammer_enter
11. 1F52 snd_se_item_Goldenhammer_piko
12. 1F53 snd_se_item_Clacker_shot
13. 1F54 snd_se_item_Clacker_lastshot
14. 1F55 snd_se_item_Clacker_exp
15. 1F56 snd_se_item_clacker_empty
16. 1F57 snd_se_item_banana_slip
17. 1F58 snd_se_item_chewing_01
18. 1F59 snd_se_item_chewing_02
19. 1F5A snd_se_item_smartbomb_exp
20. 1F5B snd_se_item_smartbomb_blink
21. 1F5C snd_se_item_Smokescreen
22. 1F5D snd_se_item_pasaran_spark
23. 1F5E snd_se_item_pasaran_growth
24. 1F5F snd_se_item_pasaran_landing
25. 1F60 snd_se_item_bumper_set
26. 1F61 snd_se_item_bumper_repel
27. 1F62 snd_se_item_spring_01
28. 1F63 snd_se_item_spring_02
29. 1F64 snd_se_item_pitfall_vanish
30. 1F65 snd_se_item_key_landing
31. 1F66 snd_se_item_badge_equip
32. 1F67 snd_se_item_badge_reflection
33. 1F68 snd_se_item_screw_equip
34. 1F69 snd_se_item_Screw_01
35. 1F6A snd_se_item_Screw_02
36. 1F6B snd_se_item_unira_needle
37. 1F6C snd_se_item_unira_stick
38. 1F6D snd_se_item_soccerball_bound_l
39. 1F6E snd_se_item_soccerball_shoot
40. 1F6F snd_se_item_powderbox_exp
41. 1F70 snd_se_item_Smashball_dmg
42. 1F71 snd_se_item_Smashball
43. 1F72 snd_se_item_Assist_open
44. 1F73 snd_se_item_Pokeball_open
45. 1F74 snd_se_item_box_break
46. 1F75 snd_se_item_boxfuture_break
47. 1F76 snd_se_item_boxpersent_break
48. 1F77 snd_se_item_Barrel_break
49. 1F78 snd_se_item_barrelfuture_break
50. 1F79 snd_se_item_barrelpresent_break
51. 1F7A snd_se_item_Capsule_break
52. 1F7B snd_se_item_Kusudama_Landing
53. 1F7C snd_se_item_Kusudama_break
54. 1F7D snd_se_item_Superstar_get
55. 1F7E snd_se_item_Superstar_bownd
56. 1F7F snd_se_item_BeamSword_l
57. 1F80 snd_se_item_BeamSword_m
58. 1F81 snd_se_item_BeamSword_s
59. 1F82 snd_se_item_HomeRunBat_l
60. 1F83 snd_se_item_HomeRunBat_m
61. 1F84 snd_se_item_HomeRunBat_s
62. 1F85 snd_se_item_RipStick_swing
63. 1F86 snd_se_item_RipStick_flower
64. 1F87 snd_se_item_RipStick_empty
65. 1F88 snd_se_item_Ice_Crash
66. 1F89 snd_se_item_Harisen_l
67. 1F8A snd_se_item_Metalbox
68. 1F8B snd_se_item_Harisen_m
69. 1F8C snd_se_item_Harisen_s
70. 1F8D snd_se_item_StarRod_l
71. 1F8E snd_se_item_StarRod_m
72. 1F8F snd_se_item_StarRod_s
73. 1F90 snd_se_item_StarRod_empty
74. 1F91 snd_se_item_SuperScope_ready
75. 1F92 snd_se_item_SuperScope_shot
76. 1F93 snd_se_item_SuperScope_charge
77. 1F94 snd_se_item_SuperScope_chargeshot_s
78. 1F95 snd_se_item_SuperScope_Chargeshot_2
79. 1F96 snd_se_item_SuperScope_Chargeshot_3
80. 1F97 snd_se_item_SuperScope_Chargeshot_4
81. 1F98 snd_se_item_SuperScope_Chargeshot_5
82. 1F99 snd_se_item_SuperScope_Chargeshot_6
83. 1F9A snd_se_item_SuperScope_Chargeshot_7
84. 1F9B snd_se_item_SuperScope_Chargeshot_8
85. 1F9C snd_se_item_SuperScope_Chargeshot_l
86. 1F9D snd_se_item_SuperScope_empty
87. 1F9E snd_se_item_Raygun_shot
88. 1F9F snd_se_item_Raygun_empty
*89. 1FA0 snd_se_item_Fireflower_shot_b
*90. 1FA1 snd_se_item_Fireflower_shot_a
91. 1FA2 snd_se_item_Fireflower_empty
92. 1FA3 snd_se_item_SensorBomb_Set
93. 1FA4 snd_se_item_SensorBobm_search
94. 1FA5 snd_se_item_Bombhei_walk
95. 1FA6 snd_se_item_Greenshell_hit
96. 1FA7 snd_se_item_Dragoon_Landing
97. 1FA8 snd_se_item_UsagiHat_get
98. 1FA9 snd_se_item_UsagiHat_dash
99. 1FAA snd_se_item_UsagiHat_turn
100. 1FAB snd_se_item_UsagiHat_Jump_01
101. 1FAC snd_se_item_UsagiHat_Jump_02
102. 1FAD snd_se_item_Item_Get
103. 1FAE snd_se_item_Item_desert
104. 1FAF snd_se_item_Item_vanish
105. 1FB0 snd_se_item_Item_throw
106. 1FB1 snd_se_item_tabemono_Get
107. 1FB2 snd_se_item_Item_landing
108. 1FB3 snd_se_item_box_landing
109. 1FB4 snd_se_item_Barrel_Landing
110. 1FB5 snd_se_item_Bat_Landing
111. 1FB6 snd_se_item_Weapon_Landing
112. 1FB7 snd_se_item_Food_Landing
113. 1FB8 snd_se_item_Stick_Landing
114. 1FB9 snd_se_item_Capsule_Landing
115. 1FBA snd_se_item_Futurebox_Landing
116. 1FBB snd_se_item_Presentbox_landing
117. 1FBC snd_se_item_Futurebarrel_landing
118. 1FBD snd_se_item_Presentbarrel_landing
119. 1FBE snd_se_item_Metal_landing
120. 1FBF snd_se_item_Carrierbox_landing
121. 1FC0 snd_se_item_Doseisan_landing
122. 1FC1 snd_se_item_Banana_landing
123. 1FC2 snd_se_item_Freezer_landing
124. 1FC3 snd_se_item_Coin_landing
125. 1FC4 snd_se_item_CD_Landing
126. 1FC5 snd_se_item_Coin_get
127. 1FC6 snd_se_item_Bill_Get
128. 1FC7 snd_se_item_Water_s
129. 1FC8 snd_se_item_Water_l
130. 1FC9 snd_se_pokemon_manaphy_heart_01
131. 1FCA snd_se_item_fireflower_landing

====[202B-2056]====

132. 202B snd_se_menu_Narration_BattleRoyal
133. 202C snd_se_menu_Narration_GetCoin
134. 202D snd_se_menu_Narration_Survive
135. 202E snd_se_menu_Narration_Special
ROTATION-136. 202F snd_se_menu_Narration_LoserOut
137. 2030 snd_se_menu_Narration_Classic
138. 2031 snd_se_menu_Narration_AllStar
139. 2032 snd_se_menu_Narration_Multiman
140. 2033 snd_se_menu_Narration_Bossbttles
141. 2034 snd_se_menu_Narration_Training
142. 2035 snd_se_menu_Narration_BreakTarget
143. 2036 snd_se_menu_Narration_Homerun
144. 2037 snd_se_menu_Narration_EasyBrawl
145. 2038 snd_se_menu_Narration_TeamBattle
-146. 2039 snd_se_menu_Narration_Timein
147. 203A snd_se_menu_Narration_Champion
-148. 203B snd_se_menu_Narration_BonusStage
149. 203C snd_se_menu_Narration_Team
150. 203D snd_se_menu_Narration_And
151. 203E snd_se_menu_Narration_Versus
152. 203F snd_se_menu_Narration_Giant
153. 2040 snd_se_menu_Narration_Metal
154. 2041 snd_se_menu_Narration_NoContest
155. 2042 snd_se_menu_Narration_TeamBlue
156. 2043 snd_se_menu_Narration_TeamGreen
157. 2044 snd_se_menu_Narration_TeamRed
158. 2045 snd_se_menu_Narration_WinnerIs
159. 2046 snd_se_menu_Narration_ChoseChara
-160. 2047 snd_se_menu_Narration_Ready2Fight
*161. 2048 snd_se_menu_delete_attention_1
*162. 2049 snd_se_menu_delete_attention_2
163. 204A snd_se_menu_data_delete
164. 204B snd_se_menu_all_delete
165. 204C snd_se_menu_font_enter
166. 204D snd_se_menu_font_delete
*167. 204E snd_se_menu_wifi_connect_loop
168. 204F snd_se_menu_wifi_connect_success
169. 2050 snd_se_menu_wifi_connect_cut
170. 2051 snd_se_menu_mach_in
171. 2052 snd_se_menu_mach_out
*172. 2053 snd_se_menu_41
173. 2054 snd_se_menu_online_pause
174. 2055 snd_se_menu_online_entry_info
-175. 2056 snd_se_menu_44

====[2072-2087]====

*176. 2072 snd_seq_item_Hammer
*177. 2073 snd_seq_item_Goldenhammer
*178. 2074 snd_seq_item_Superstar
179. 2075 snd_seq_item_mushroom
180. 2076 snd_seq_item_mushd
181. 2077 snd_seq_item_kusudama_01
182. 2078 snd_seq_item_kusudama_02
183. 2079 snd_seq_assist_Barbara
184. 207A snd_seq_item_Warpstar_A
185. 207B snd_seq_item_Warpstar_B
186. 207C snd_seq_item_Warpstar_C
187. 207D snd_seq_item_Warpstar_D
188. 207E snd_seq_item_Warpstar_Rakka
189. 207F snd_seq_item_Warpstar_F
190. 2080 snd_seq_doseisan_01
191. 2081 snd_seq_doseisan_02
192. 2082 snd_seq_doseisan_03
193. 2083 snd_seq_item_goldenhammer_enter
194. 2084 snd_seq_legend_poke
195. 2085 snd_seq_item_45
196. 2086 snd_seq_item_46

For a list of absolutely all of the SFX, see here:
http://opensa.dantarion.com/wiki/SFX_ID_List%28NTSC_AND_JPN%29


Action IDs

Code:
000 Stand
001 Walk
002
003 Start Dash
004 Run
005 Stop
006 Turn 1
007 Turn 2
008 Stop Turn
009
00A Start Jump
00B Jump
00C Second Jump
00E Fall 1
00F Fall 2
010 Fall Dissabled
011 Enter Crouch
012 Crouch
013 Crawl Forwards
014 Crawl Backwards
015 Exit Crouch
016 Land 1
017 Land 2
018 arial-atk lag
019 Land Dissabled
01A Enter Shield
01B Shield
01C Exit Shield
01D shield stun
01E Dodge (AA note: is actually the Spotdodge)
01F Roll Forward
020 Roll Back
021 Air Dodge
022 Spotdodge (AA addition, broken)
023 Spotdodge (AA addition, broken)
024 N Attack(and Combo)
025 Rapid jab? (AA addition)
026 R Attack
027 S Attack
028 U Attack
029 D Attack

Eternal Yoshi clarification:
02A Side Smash Windup
02B Side Smash Charge
02C Side Smash Attack
02D Down Smash Windup
02E Down Smash Charge
02F Down Smash Attack
030 Up Smash Windup
031 Up Smash Charge
032 Up Smash Attack

033 Air Attack(All)
034 Grab
035 Grabbing Enemy
036 Dash Grab (AA addition)
037 Holding Enemy (AA addition)
038 Pivot Grab (AA addition)
039 Hold
03A Grab Attack
03B Release
03C Throw
03D Grabed
03E Held
03F Held Damage
040 Escape
041 jump break (AA added)
042 Thrown
043 odd slightly duck downward (AA added) ???
044 odd landing animation (AA added) ???
045 Hitstun
046 Hit ground
047 Hit wall
048 Hit ceiling
049 Tumble
04A Hit ground (tumble)
04B Hit wall (tumble)
04C Hit ceiling (tumble)
04D Lying
04E tech roll from lying on ground (AA added)
04F struggle on ground a bit (AA added)
050 tech roll from lying on ground (AA added)
051 get up
052 tech roll from lying on ground (AA added)
053 get up attack (AA added)
054 bounce on ground (AA added, speed up to remove jab locks)
055 hit ground hard (AA added)
056 broken shield that flies up (AA added)
057 hit ground hard with broken shield (AA added)
058 hit ground softly with broken shield (AA added)
059 get up from lying on ground with broken shield (AA added)
05A shield broken dizziness (AA added)
05B recover from broken shield (AA added)
05C fall asleep (AA added)
05D something in the middle of sleep (AA added)
05E wake up from sleep (AA added)
05F stunned from Deku Nut (AA added, mistaken for Mewtwo's Disable state haha)
060 tech (gound)
061 tech roll
062 tech (wall)
063 tech jump
064 tech (ceiling)
065 run into a wall (AA added)
066 strange compress thing (AA added) ???
067 footstool the enemy (AA added)
068 face the screen (AA added, can still do moves toward screen, WAY too cool) ???
069 odd really quick landing effect (AA added) ???
06A t-pose's Toon Link briefly then landing effect (AA added) ???
06B Mr. Game & Watch tpose's briefly and is then all black, no outline (AA added) ???
06C t-pose's Meta Knight briefly and then landing effect with eye glimmer (AA added) ???
06D quick jerk and then landing effect (AA added) ???
06E get footstooled on ground (AA added)
06F brief odd thing (AA added) ??? [helpless fall state in air]
070 get footstooled in air (AA added)
071 flop down hard on ground (AA added) ??? [spinning helpless after being footstooled in air?]
072 soft landing effect (AA added) ??? [falls really fast in air]
073 soft landing effect (AA added) ??? [in air, puts you in fall2 state with aerial jumps restored]
074 ledge grab
075 ledge hange
076 soft landing effect, probably some ledge action (AA added) ???
077 on ground for one frame, probably a ledge action (AA added) ???
078 soft landing effect, probably a ledge action (AA added) ???
079 ledge jump
07A ledge jump, perhaps 100% plus (AA added)
07B interesting pose for 1 frame, probably a ledge action (AA added) ???
07C begins a dash (AA added) ???
07D begins a dash (AA added) ???
07E lands on ground hard (AA added) ???
07F freezes the game when Meta Knight tries it (AA added) ???
080 some sort of landing effect (AA added) ???
081 t-pose -> center of stage -> on rear end for a moment (Subspace teleport?) (AA added) ???
082 freezes the game when Meta Knight tries it (AA added) ???
083 big smoke cloud landing effect (AA added) ???
084 flop on ground and land on stomach (AA added) ???
085 freezes the game when Toon Link/Mr. Game & Watch does it (AA added) ???
086 get up from lying on stomach (AA added)
087 Toon Link t-pose's and then lands on the ground softly, Meta Knight makes it look like it's related to gliding (AA added) ???
088 Toon Link t-pose's and then lands on the ground softly, related to gliding (AA added) ???
089 trip on rear end, running over banana peel activates this (AA added)
08A related to tripping on rear end, getting hit by Diddy Kong's banana peels inflicts this (AA added)
08B turn around and trip (AA added)
08C fall forward and trip (AA added)
08D on the ground in a tripped state (AA added)
08E get up from tripped state (AA added)
08F attack from tripped state (AA added)
090 roll forward out of tripped state (AA added)
091 roll backward out of tripped state (AA added)
092 climb ladder

B4/B5: surfacing animation (same?)
B6: treading water (good health)
B7/B8: actively swimming (as in swimming forward) [no evidence B8 is used]
B9/BA: turning around in water [no evidence BA is used]
BB: floundering (about to drown)
BC: drowning

0BD Death
*0BE Respawn
0F2 Enlarge(and Size Revert)
0F3 Shrink(and Size Revert)

10B Unloaded
10C Taunt(All 3)
10D smash taunt?
*10E Entrance
*10F Victory(All)
*110 [img]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/img]
111
112 N-Special
113 S-Special
114 U-Special
115 D-Special
116 FS
117- Special extras (eg 117 Reverse Falcon Punch)
List by Amazing Ampharos (original post)


Articles

Mario:
00 Cape
01 Fireball
02 Fludd
03 CRASHES GAME
 
Luigi:
00 Fireball
01 CRASHES GAME
 
Zerosuit:
01 Stun Shot (B)
02 Whip (looks like a lightsaber)
03 CRASHES GAME
 
Lucas:
00 Pk Freeze
01 Pk Fire
02 Pk Thunder (IF USED TWICE THE GAME WILL CRASH, DO NOT USE THIS)
03 I dont even know, all I know is that it does 20 damage to your opponent.  
04 Snake
 
Marth:
NONE
 
MK:
NONE
 
Ness:
00 Pk Blast
01 Pk Fire
02 Pk Thunder (IF USED TWICE THE GAME WILL CRASH, DO NOT USE THIS)
03 I dont even know, all I know is that it does 20 damage to your opponent.
04 Yo Yo String
05 Yo Yo
 
Olimar:
00 Pikmin (THE GAME WILL PROBABLY CRASH IF YOU GET MORE THAN 6)
01 CRASHES GAME
 
Peach:
00 Umbrella
01 Toad (Exploitable much)
02 Vegetable
 
Pikachu:
00 Thunderbolt
01 Lighting (B DOWN)
02 Final Smash Aura WARNING, The screen will shake around and this is irreversible until pikachu dies.
 
Pit:
00 Bow
01 Arrow
02 CRASHES GAME
 
Lucario:
00 Aura Ball (B)
01 Aura Attack (B Over)
 
Link:
00 Arrow
01 Bow
02 Boomerang
03/04 Hookshot
05 Navi (Sticks on your hand until you side taunt)
06 Bomb
 
Kirby:
00 Hammer (SIDE B)
01 Cutter (UP B)
03 Stone (DOWN B)
05/06/07/08 Cook Kirby CRASHES GAME
D Suction (B)
E Star (B, spit out instead of swallowed)
 
Zelda:
00 Fireball (LEFT/RIGHT B)
01 CRASHES GAME
02 CRASHES GAME
03 Bow
 
Diddy Kong:
00 Peanut
02 Rocket Barrel (Final Smash)
 
DK:
00 Congas Barrels (they do nothing, I don't know why the game doesnt crash honestly)
 
Captain Falcon:
None
 
Fox:
01 Blaster Shot
00 Gun
02 Fox Illusion (Left/Right B)
03 CRASHES GAME
 
Ganondorf
00 CRASHES GAME
01 Sword
 
Game & Watch:
 
includes A LOT of stuff.
I think that the object depends on what value Basic Variable 69 has.

00 Pump
01 Manhole
02 Torch
03 Fish bowl w/ fish
04 Trumpet
05 Turtle
06 Turtle, Trumpet, and a lot of other stuff.
 
Ike:
00 A Sword? Doesn't do anything.
01 A Sword? Doesn't do anything
02 A Sword? Doesn't do anything
 
Ivysaur:
Corrupt .pac file.
 
Jigglypuff:
00 CRASHES GAME
 
Ice Climbers:
00 Icy Wind (B DOWN)
01 Ice (B)
02 CRASHES GAME
03 Rope (UP B)
 
R.O.B.:
00 Gyro Stand
01 Laser Shot (LEFT/RIGHT B)
02 Gyro
03 FINAL SMASH
 
King Dedede:
Corrupt .pac file.
 
Yoshi:
00 Star (DOWN B)
01 Egg (UP B)
02 Wings (Final Smash) (Kept Until you use final smash)
03 Invisible Small Fireball
04 Invisible Big Fireball
 
Wolf:
01 Blaster Shot
00 Gun
03 CRASHES GAME
 
Wario:
00 Bike (IF YOU USE SIDE B AFTER THE GAME CRASHES)
01 CRASHES GAME
 
Toon Link:
00 Arrow
01 Bow
02 Boomerang
03 Wand (taunt)
04/05 Hookshot
06 Bomb
 
Squirtle:
Corrupt .pac file.
 
Samus:
00 Power Shot (B) (Just stays on your gun barrel, I don't see the point...?)
01 Bomb (DOWN B) GAME CRASHES WHEN SPAMMING A BUNCH OF THESE, DO NOT USE THESE!
02 Missle (SIDE B) Sticks to your barrel FOREVER, even if you die, prevents you from using side b.
 
Shiek:
00 Ninja Darts (b)
01 Ninja Darts in hand
02 Smoke (Before and After B UP)
03 Chain (Grab, comes out as a big sword)
04 CRASHES GAME
05 Bow
 
Snake:
00 Land Mine (Down Smash)
01 Missle Silo Thing (Up Smash)
02 Rocket Launcher (Side Smash)
03 Cypher
04 C4
06 Remote Control Missle (Side B)
A Missle Launcher (Final Smash)
B Missle Shot (Final Smash)
D Grenade


Sonic:
00 Spring
01 CRASHES GAME
 
Falco:
01 Blaster Shot
00 Gun
03 CRASHES GAME
04 ?
05 ?
 
Bowser:
00 Fire (does nothing though)
 
Charizard:
Corrupt .pac file.

list by Canon98, MaxThunder, fireking220, Me_Aludes
Original thread: http://kittycorp.freecp.net/index.php?topic=1163.0


Kirby Copy Subactions

Kirby Hat Challenge


Full Item List
Code:
00 Assist Trophy
01 Franklin Badge
02 Banana Peel
03 Barrel
04 Beam Sword
05 Bill (?)
06 Bob-Omb
07 Crate
08 Bumper
09 Capsule
0A Rolling Crate
0B CD
0C Sticky Bomb
0D Cracker Launcher
0E Cracker Launcher Shot
0F Coin
10 Superspicy Curry
11 Superspice Curry Shot
12 Deku Nut
13 Mr. Saturn
14 Dragoon Parts
15 Dragoon Set
16 Dragoon Sight
17 Trophy
18 Fire Flower
19 Fire Flower Shot
1A Freezie
1B Golden Hammer
1C Green Shell
1D Hammer
1E Hammer Head
1F Fan
20 Heart Container
21 Homerun Bat
22 Party Ball
23 Manaphy Heart
24 Maxim Tomato
25 Poison Mushroom
26 Super Mushroom
27 Metal Box
28 Hot Head
29 Pitfall
2A Pokeball
2B Explosive Box
2C Ray Gun
2D Ray Gun Shot
2E Lipstick
2F Lipstick Flower
30 Lipstick Shot (Dust/Powder)
31 Sandbag
32 Screw Attack
33 Sticker
34 Motion-Sensor Bomb
35 Timer
36 Smart Bomb
37 Smash Ball
38 Smoke Screen
39 Spring
3A Star Rod
3B Star Rod Shot
3C Soccer Ball
3D Superscope
3E Superscope shot
3F Star
40 Food
41 Team Healer
42 Lightning
43 Unira
44 Bunny Hood
45 Warpstar

NON-STANDARD ITEMS (must be loaded by respective character/stage)
46 Adventure Trophy
47 Key
48 Smash Plate
49 Stock Item
4A Apple
4B mbclab
4C mbshell
4D pellet
4E vegetable
4F Sandbag (HRC)
50 Aroaros
51 Koopa
52 Koopa
53 Snake's Box
54 Diddy's Peanut
55 Link's Bomb
56 Peach's Turnup
57 R.O.B.'s Gyro
58 Seed
59 Snake's Grenade
5A Samus' Armor piece
5B Toon Link's Bomb
5C Wario's Bike
5D Wario's Bike A
5E Wario's Bike B
5F Wario's Bike C
60 Wario's Bike D
61 Wario's Bike E

POKEMON
62 Torchic
63 Cerebi
64 Chickorita
65 Chickorita's Shot
66 Entei
67 Moltres
68 Munchlax
69 Deoxys
6A Groudon
6B Gulpin
6C Staryu
6D Staryu's Shot
6E Ho-oh
6F Ho-oh's Shot
70 Jirachi
71 Snorlax
72 Bel[img]http://i0.kym-cdn.com/photos/images/newsfeed/000/143/193/cad-20080602-358b1.jpg?1309710446[/img]om
73
8  Super Smash Bros. Brawl Hacking / Attacks and Animations / Essential PSA Information 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

Updated PSA data (Attributes, Events found by various people)

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


PAL has different SFX IDs than NTSC.
I compiled a rip with all PAL pacs, get it here:
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




(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:
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]

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


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.



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
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]

This event list is used for graphic effects.

Graphic Effects[1210]

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

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]

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]





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:
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.
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.
9  Super Smash Bros. Brawl Hacking / Attacks and Animations / Segab's other stuff [Explosive monkey] on: August 03, 2009, 09:34:46 PM
so yeah.

Attention getter Pikachu:
When he runs or walk, he leaves electricity behind. (this might be what NWaA was trying to do). Also, when he taunts, it zooms on him, then zooms back when the taunt animation is finished.
(Raichu texture because I didn't feel like removing a texture to show this)

Download and rename to FitPikachu.pac
edit: ...when you taunt and get hit at the same time, the camera stays zoomed in  Mario Facepalm

Star Spin Mario v2:
Tired of his useless down B? This replaces his down B with a sightly modified D-air!
When the attack is done on the ground, he can't move, but he can make up to 15% because it lasts a little longer. If you do the attack in the air, it will act exactly like the old D-air (12%). The attack makes little stars come out of Mario. (I wanted it to look like in Mario Galaxy)
I also changed his D-air. Now it's a quick flaming kick that does 5%.

Download and rename FitMario.pac

Explosive Monkey:
Kevinrus778 and I have been working on this moveset together, and now that it’s done, I’m releasing it here.
It’s a Diddy PSA moveset based on explosions and fire. I let his up B move, his U-tilt and D-tilt as is. I might update later with those 3 new moves. He’s a bit faster than before, has 3 jumps, but I made sure he’s not overpowered.
Original post, with pictures and download link
10  Super Smash Bros. Brawl Hacking / Attacks and Animations / Actions and animation names on: August 03, 2009, 08:30:10 PM
Here's a list of actions and what they mean.


Sub Action animations:

Movement/Jump animations

Wait1, Wait2, Wait3: standing animations

JumpSquat: preparing to jump
JumpF: jump forward
JumpB: jump backward
JumpAerialF: double jump forward
JumpAerialB: double jump backward

WalkSlow: walk slow
WalkMiddle: walk middle
WalkFast: walk fast
WalkBrake: brake while walking

Dash: initial dash
Run: run
RunBrake: brake while running

Turn: turn
TurnRun: turn while runnning
TurnRunBrake: turn and brake while running

Squat: crouch


Normal Attack animations

Attack11, Attack12, Attack13 : neutral A combo (ie. punch-punch-kick)
AttackDash : dash attack
AttackS3: Forward tilt if theres no angled (F-tilt)
AttackS3Hi : up Forward tilt (up F-tilt)
AttackS3S : middle Forward tilt (middle F-tilt)
AttackS3Lw : down Forward tilt (down F-tilt)
AttackHi3 : Up tilt (U-tilt)
AttackLw3 : Down tilt (D-tilt)

AttackS4Start : Initate Forward smash
AttackS4S : Forward smash
AttackS4Hold : charge Forward smash
AttackHi4Start : Initate Up smash
AttackHi4 : Up smash
AttackHi4Hold : charge Up smash
AttackLw4Start : Initate Down smash
AttackLw4 : Down smash
AttackLw4Hold : charge Down smash

AttackAirN : Neutral aerial (N-air)
AttackAirF : Forward aerial (F-air)
AttackAirB : Back aerial (B-air)
AttackAirHi : Up aerial (U-air)
AttackAirLw : Down aerial (D-air)

LandingAirN: landing from N-air
LandingAirF: landing from F-air
LandingAirB: landing from B-air
LandingAirHi: landing from U-air
LandingAirLw: landing from D-air

AttackDash: dash attack

CliffAttackQuick : Ledge Attack below 100%
CliffClimbQuick : getting Up without attacking form the ledge below 100%
CliffEscapeQuick : Pressing R/L/shield button to roll from the ledge below 100%
CliffJumpQuick1/2/3... : Jumping up form the ledge below 100%
CliffAttackSlow : Attacking from the ledge above 100%
CliffClimbSlow : getting Up without attacking form the ledge above 100%
CliffEscapeSlow : Pressing R/L/shield button to roll from the ledge above 100%
CliffJumpSlow1/2/3... : Jumping up form the ledge above 100%


Special Attack animations

Special: their name change depending on the character, but they are all B attacks
N: neutral B (ie. SpecialN)
Hi: up B (ie. SpecialHi)
S: side B (ie. SpecialS)
Lw: down B (ie. SpecialLw)
Air: any B attack in the air (ie. SpecialAirS = side B in the air)
depending on the character, there will be something after "Special" and it's direction. "SpecialAirNShoot" would be neutral B while in the air and shooting

Final: using a final smash
FinalAir: using a final smash in the air
some characters will have extra stuff after "Final"


Shield/Dodge animations

GuardOn: start shield
Guard: shielding
GuardOff: stop shield

EscapeN: spot dodge
EscapeF: dodge forward
EscapeB: dodge backward
EscapeAir: air dodge


Grabs/Throws

Catch/CatchDash/CatchTurn : standing, running, and turn-around grabs

ThrowF: forward throw
ThrowB: backward throw
ThrowLw: down throw
ThrowHi: up throw


Other animations

AppealHi: Up Taunt
AppealS: Side taunt (there's 2 of them)
AppealLwR: Down taunt (facing right)
AppealLwL: Down taunt (facing left)

Win1: victory pose 1
Win1Wait: victory pose 1 standby
Win2: victory pose 2
Win2Wait: victory pose 2 standby
Win3: victory pose 3
Win3Wait: victory pose 3 standby
Lose: lose pose

ItemBig: growing after taking a mushroom
ItemSmall: shrinking after taking a poison mushroom



If you find something new, tell it here, I'll add it to the list

(info from me, Dragonrage, Segtendo and MaxThunder)
11  Super Smash Bros. Brawl Hacking / Character Vertexes and Textures / Segab's stuff on: July 20, 2009, 02:49:24 PM
Gah.. Sorry it was long.
And from now on, I'll only post 3 pictures of each, cuz I'm lazy.

New textures appears at the bottom of each category.

Characters

Black Pika: Basically a reproduction of this.  Maybe he looks a little TOO black.

Download (Suggested color: FitPikachu01)


Voltorb Kirby (v2): (ref)  Looks like Kirby swallowed Voltorb. Is that even possible?

Download (Suggested color: FitKirby01)


Pokemon Trainer Ash: (ref) Pokemon Trainer into Ash (not the Automatic Smash Hack. lol). The logo on his cap can't be exactly redone... And I made his badge a Fire Badge.

Download (Suggested color: FitPokeTrainer00)


Lolo Kirby (v2): (ref) Lolo from "Lolo Adventure" or the boss Lololo from the Kirby games, it's the same thing anyways.

Download (Suggested color: FitKirby03)


Captain Quebec (v2): StackSmash made Captain Cannuck, who represents Canada. I made Captain Quebec, and he represents.. Quebec. And it's.. blue and white. Politics ftw. lol

Download (Suggested color: FitCaptain03)


Kumatora (v2): (ref) ALL Lucas' PSi attacks in Brawl are ripped from Kumatora.. So I made her. Cheesy

Download (Suggested color: FitLucas03)


Adeline (v2): (ref) Ally (and boss) of Kirby in Kirby Crystal Shards. I think she looks very much like Toon Link lol.

Download (Suggested color: FitToonLink04)


Captain Bo-Bobo: (ref) The weird guy with a yellow afro has joined the Brawl. C.Falcon's helmet is now hair, and some of his suit is now skin :]

Download (Suggested color: FitCaptain05)


Angry Lapras: (ref) Lapras is getting out of the water and he's ready to fight!

Download (Suggested color: FitKoopa03)


Amaterasu (v2): (ref) Amaterasu, from Okami, joins the fight in a human-ish form. Since Amaterasu is a wolf, I preferred doing it on Wolf instead of Fox. The green thing on her back is supposed to look like her shield.

Download (Suggested color: FitWolf04)


Leela: (ref) Leela, the one-eyed pilot, is coming right from the futur...ama to get in your Brawl!

Download (Suggested color: FitSzerosuit05)


TwinBee: (ref) You might not know him, but he's one of Konami's arcade hits. Twinbee joins the flight! uh I mean.. the fight!

Download (Suggested color: FitMetaknight03)


Anubis: (ref) This is Anubis, the Egyptian god... and a jackal. He doesn't have any exact design, so I did what I wanted with him..

Download (Suggested color: FitLucario05)


White Mage: (ref) Here's the White Mage from Final Fantasy. Except I wanted her to look like the White Mage in Mario Hoops. :]

Download (Suggested color: FitPeach04)


Missing No.: (ref) Oh noes! Missing No. has taken the form of Mr. Game & Watch! Beware!

Download (Color: FitGameWatch00)




Stages

Rainbow Road: (ref) Some requested it, I really wanted to do it, so here it is: Rainbow Road from Mario Kart!

Download (rename it STGKART.pac)




Smash Fortress Project textures:

TF2 Scout (v2): (ref) Here's the Scout! I used Ness for obvious reasons: the homerun bat, the clothes and the backpack are very similar to the Scout's.

Download: Blu Scout / Red Scout


TF2 Sniper: (ref) That's not a sword, it's a kukri. That's not a shield, it's a Razorback. That's not a simple bow, it's the Huntsman. Link? Never heard of him. What I see is a Sniper.

Download: Blu Sniper / Red Sniper


TF2 Spy: (ref) I took Kirby because he can take other people’s ability, and the Spy can take other people’s identity.

Download: Blu Spy / Red Spy


TF2 Medic: (ref) The jewels you see on the 1st picture CAN’T be made transparent, so I had to deal with it.

Download: Blu Medic / Red Medic


TF2 Demoman: (ref) ...I did what I could with the eye. Everything except the eye is almost exactly like the Demoman. You better download it >:C

Download: Blu Demoman / Red Demoman


TF2 Engineer: (ref) Mario + F.L.U.D.D. = Engineer + lvl.1 Sentry...?

Download: Blu Engineer / Red Engineer



TF2 Heavy: (ref) Minigun, check. Killing Gloves of Boxing, check. Football helmet, check. Now where’s the Medic?

Download: Blu Heavy / Red Heavy


TF2 Soldier: (ref) That was hard to do. Especially on Luigi. Why did I take him? Because his side+B attack is.. a rocket. Yes it is. I might do a Wario Soldier sometime.

Download: Blu Soldier / Red Soldier


TF2 Pyro: (ref) Introducing the new and improved Pyro suit, with integrated Back burner and Flare gun!

Download: Blu Pyro / Red Pyro


TF2 Sentry Gun: (ref) What? Another character? Here’s the sentry gun lvl. 3! His eyes are missiles Cheesy

Download: Blu Sentry Gun / Red Sentry Gun
Pages: [1]