The Kirby Hat Challenge! [All Subactions Found!/Possible Actions?]

Started by LavaLatte [.Fade], August 12, 2009, 01:44:59 PM

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Let's make this into a game, shall we? =P

Kirby's .pac file has a TON of subactions pertaining to every hat he/she can wield. Let's make it a group effort to figure out which is which!

Because we all know; once we figure this out, Kirby will be a MONSTER.

Actions Theory:
To figure out the actions, methinks count up the actions pertaining to each character's Neutral B, starting backwards from the Pkmn, who already have their actions labeled. In Zero Suit Samus's case, this theory works perfectly. The only problem is, we're missing an action slot. =.=

Note: EVERY character has their ground animations repeated in the air, for future reference.
Edit: Apparently, Olimar might not.

Note: I have some speculation about Mario and Olimar. Can someone confirm them?

~-~-~-~-~-~Discovered~-~-~-~-~-~-~

Missing Action: 133 [or 143]

Captain Falcon  :falcon:
Action: Possibly 134 and 135, seeming it is the first Kirby Hat command.
Subaction: 206 - 209
Proof: Just like C. Falcon, there is a turnaround command, same trajectory, and a fire effect flag.

Pikachu  :pikachu:
Action: Possibly 136
Subaction: 20A - 20B
Info: The frames match up, as well as gfx and sfx.

Metaknight  :mk:
Action: Possibly 137 - 139
Subactions: 20C - 210
Proof: It has the subaction SpecialNSpin, something ALMOST exclusive to Metaknight, and it has the same damage.

Sonic  :sonic:
Action: 13A - 140
Subaction: 211 - 218
Proof: Sonic has a 'Spin', 'Rebound' 'Cancel' and 'Hit' animation.

Fox  :fox:
Action: 141
Subaction: 219 - 21E
Proof: His start, loop, and end script have exactly the same frame rate and 'generate articles' as Kirby's.

Falco  :falco:
Action: 142
Subaction: 21F - 224
Info: Haven't actually checked his .pac, but he's really similar to fox. And he's between fox and wolf.

Wolf  :wolf:
Action: 143
Subaction: 225 - 226
Proof: He's the only 'just N and AirN' with hitboxes.

Charizard  :charizard:
Action: 144
Subaction: 227 - 22C
Commands: NStart, N, and NEnd [also air].
Proof: After a lot of research, it makes sense. The 'End' animation has 25 frames before an 'interrupt', which seems like the apropriate lagtime. One of the flash overlays is orange.

Ivysaur  :ivysaur:
Action: 145 - 147
Subaction: 22D - 232
Info: NStart, N, and NEnd [also air]. Intangible for the first 3 frames. Flash, smoke, and other weird graphics [1210002]. Does 4 damage.

Squirtle  :squirtle:
Action: 148 - 14A
Subaction: 233 - 23A
Commands: They have 'Start', 'Hold', 'Light' and 'Heavy' commands.
Proof: Hold refers to storing the water, and 'Light' and 'Heavy' refer to varying strengths of the water.

Wario  :wario:
Action: 14B - 155
Subaction: 23B - 252
Proof: Lots of eating commands, and 'BiteWait'.

Peach  :peach:
Action: 156 - 157
Subaction: 253 - 256
Info: Commands N, AirN, NHit, and NairHit. Intangible for 14 frames, and if hit 4 more intangible frames. This should be obvious 0_o

Ice Climbers  :popo:
Action: 158
Subaction: 257 - 258
Proof: Frames and stuff.

Yoshi  :yoshi:
Action: 159 - 15B
Subaction: 259 - 25E
Info: Only one that has throw catch collisions.

Snake  :snake:
Action: 15C - 15E
Subaction: 25F -  26B
Proof: Lots of throw animations, and a 'Hold'.

Zelda  :zelda:
Action: 15F
Subaction: 26C - 26D
Proof: Intangible at the beginning, and has special collisions that loop.

Sheik  :sheik:
Action: 160 - 163
Subaction: 26E - 275
Proof: It's the only one with 'Start', 'Loop'. 'End', and 'Cancel'. It was next to Zelda...go figure.

Lucas  :lucas:
Action:
Subaction: 276 - 27D
Proof: Commands NStart, NHold, NFire, and N [also in air]. Has dust and flash GFX.

Ness  :ness:
Action:
Subaction: 27E - 285
Proof: Commands Nstart, NHold, NFire, and NEnd [also in air].

Donkey Kong  :dk:
Action:
Subaction: 286 - 28F
Proof: Perfect match in all commands and damage.

Luigi  :luigi:
Action:
Subaction: 290 - 291
Proof: The frames match up.

Ike  :ike:
Action:
Subaction: 292 - 299
Proof: Commands Start, Loop, and two 'End's [also air], just like his .pac. The generated article is probably his sword. 1st 'end' does 9 damage, 2nd does 37. FIRE damage makes it obvious.

Marth  :marth::
Action: Assuming the commands go in order, between 14A and 1A5
Subaction: 29A - 2A1
Proof: 29C and 29D have almost the EXACT same coding as Marth's Neutral B, Shield Damage and everything. 29A generates an article [D] which I can assume is his sword. 29E - 2A1 is the aerial version.

Jigglypuff  :jiggly:
Action:
Subaction: 2A2 - 2B3 [a LOT]
Proof: StartL, StartR, StartHold, StartHold [again], three 'N's, EndL, EndR. Wow.

Olimar  :olimar:
Action:
Subaction: Just 2B4. Weird.
Commands: Just SpecialN, no air.
Proof: Well, there's no such thing as an aerial version. There is no 'Failure' like the real Olimar b/c Kirby can only pull one Pikmin at a time.

Diddy Kong  :diddy:
Action:
Subaction: 2B5 - 2BE
Proof: The only person who has Charge, Shoot, Danger, and Blow. =D

ROB  :rob:
Action:
Subaction: 2BF - 2C0
Commands: Just N and AirN.
Info: 7 damage, has screen shake. 0_o Quite a bit of knockback.

Dedede:  :dedede:
Action:
Subaction: 2C1 - 2DD
Proof: A HUGE collection of eat, swallow, spit, and eat walk commands.

Mario
 :mario:
Action: 1A5
Subaction: 2DE - 2DF
Commands: Once again, N and AirN.
Proof: Frames don't really match up, but he's the only one left. Can anyone confirm? This looks really weird.

Ganondorf:  :ganon:
Action:
Subaction: 2E0 - 2E3
Proof: Turnaround animation, darkness flags.

Toon Link or Link???  :tlink:  :link:
Action:
Subaction: 2E4 - 2E9
Commands: Start, Loop, End [also air]
Info: Generates two articles. Shine and infinite 'dash smoke' graphics.
Action:
Subaction: 2EA - 2EF
Commands: Start, Loop, End [also air]
Info: Generates two articles. Shine and infinite 'dash smoke' graphics. Eerily similar...

Lucario  :lucario:
Action:
Subaction: 2F0 - 2F7
Proof: Checked his .pac, he had charge, hold, max, and shoot commands like the ones listed.

Samus :samus:
Action:
Subaction: 2F8 - 2FD
Proof: The only one who has a really weird order of commands 0_o

Bowser  :bowser:
Action:
Subaction: 2FE - 303
Proof: Same commands, same graphics.

Pit  :pit:
Action:
Subaction: 304 - 313
Proof: Start, HoldHi, HoldS, StoHi, HitoS, StoS, FireS, FireHi [also air] are rather distinctive commands.

Game and Watch  :gw:
Action:
Subaction: 314 - 315
Commands: N and AirN.
Info: Besides the 'If Not Article Exists: Generate Article E' script, the damage and frames match up.

Zero Suit Samus  :zsuit:
Action: 1BC - 1bF
Subaction: 316 - 31C
Proof: The only person with ShootH and Landing. =P

Let the challenge begin!



August 12, 2009, 01:56:04 PM #1 Last Edit: August 12, 2009, 02:03:04 PM by Dragonrage
Cpt Falcon   :falcon:
Subactions:
206 - grounded Falcon Punch
207 - turnaround grounded Falcon Punch
208 - aerial Falcon Punch
209 - aerial turnaround Falcon Punch

coding is the same for both CF and Kirby.

EDIT: What the... Why does Kirby have so many empty Specials? oO
Action 132 calls subaction 203-205 so I would assume the action for Falcon Punch comes next but that one's empty.
133-143 are empty and 144 calls stuff like 227. So some moves seem to be skipped.

looks interesting. I'll see what I can find out.

Quote from: Dragonrage on August 12, 2009, 01:56:04 PM
Cpt Falcon   :falcon:
Subactions:
206 - grounded Falcon Punch
207 - turnaround grounded Falcon Punch
208 - aerial Falcon Punch
209 - aerial turnaround Falcon Punch

coding is the same for both CF and Kirby.

EDIT: What the... Why does Kirby have so many empty Specials? oO
Action 132 calls subaction 203-205 so I would assume the action for Falcon Punch comes next but that one's empty.
133-143 are empty and 144 calls stuff like 227. So some moves seem to be skipped.

Aww, I figured that out as you were typing it. =P

Could it be in alphabetical order?



Second in line would be D3 then but we can't really test that.


I think there's one inbetween CF and MK otherwise Kirby has two subactions before the start of whorenado. Meaning he has two more than MK's.

August 12, 2009, 02:21:15 PM #7 Last Edit: August 12, 2009, 02:22:25 PM by .Fade
But the second spin has only one hitbox, and it does 8 damage 0_o it also has rebound, cancel, and hit command...

Oh, and I found Ganondorf.

Edit: It could be Sonic or Jiggluypuff.



I was thinking of using an empty action slot for switching kirbys shield breaker to marths UpB and it could work if i change around the variables and set a few of the extra subactions to none but theres a few problems.

1)Getting the bone ID right. (might take awhile)
2)Empty Actions might not actually be empty but bugged to not show anything.(I mean who would leave a bunch of empty slots?)
3)Have to change all the variables of the new Action and Subactions so they are exactly the same as before, but using different variables that wont overlap kirbys.

August 12, 2009, 02:37:55 PM #9 Last Edit: August 12, 2009, 02:39:42 PM by .Fade
Added Dedede and Ganon, but found a weird command. Anyone know where Blow and Danger come from?

Edit: Never mind, it's Diddy. =P



Also the other spin attack you might be talking about is jigglypuff?

Nah, it's Sonic. Solved it, DRage.



August 12, 2009, 03:32:14 PM #12 Last Edit: August 12, 2009, 03:40:43 PM by Dragonrage
I still believe 20A and 20B are not MK. The just call a subroutine and all that subroutine does is creating article D, which makes no sense since the 20C and 20D do exactly the same.

It's probably Mario or Luigi, they're neutral B looks awfully similar. Or maybe another character with a nonchargable single animation projectile.

EDIT: I'm looking through some character pacs and list possible candidates (only two neutral b animations: air and ground; creates an article with almost not other coding)

Mario
Luigi
Pikachu

We'll leave that up for grabs, then ^-^



what about FitKirbyDiddy.pac and stuff like that? They're useless?