• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Let's Figure Out the Articles (SUCCESFULLY EDITTED ONE!)

Plaid02

Smash Apprentice
Joined
Feb 28, 2009
Messages
110
Zero's buster uses projectiles from the Ray Gun and the Super Scope. In fact, it invisibly generates these items and fires them, then deletes them. If you want to/can edit what the Ray Gun fires, then you can do that.

As for generating something from Pikachu... unless you are editing Pikachu, you can't do that.
O_O That's confusing. At least I know it's possible, right? Except he would have to do the animation for the ray gun, which would not be what one would do for a demon fang... Maybe do a different animation and speed up the ray gun animation so it's so fast you can't see it? It still leaves the problem of flying probably too fast, not along the ground, and straight in midair, but it should still be possible.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
He would not have to use the raygun animation at all, just do

Create Article: #
Consume/Use Item
Delete Article: #
 

Plaid02

Smash Apprentice
Joined
Feb 28, 2009
Messages
110
And the fired ray would have to be replaced through Brawlbox with Kirby's Final Cutter article? Is there any way to offset the point from which it is fired so it can appear to go along the ground? And is the damage/knockback alterable?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
And the fired ray would have to be replaced through Brawlbox with Kirby's Final Cutter article? Is there any way to offset the point from which it is fired so it can appear to go along the ground? And is the damage/knockback alterable?
Yep, nope, not that I know.
 

Plaid02

Smash Apprentice
Joined
Feb 28, 2009
Messages
110
I think it's time to go with Fierce Demon Fang, or maybe Demonic Circle. Something that does not involve... This.

For fierce demon fang, it would just be a multi hit chargable with ground effects, right? A regular ray blast would be ok damage-wise for a regular demon fang if we made the move not chargable and made it take a little longer... And the guy making the psa only wants level one moves. If he even ever gets back to me.

Edit: I don't suppose it's possible to give the article slash damage, is it? And sorry for all the questions...
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
And the fired ray would have to be replaced through Brawlbox with Kirby's Final Cutter article? Is there any way to offset the point from which it is fired so it can appear to go along the ground? And is the damage/knockback alterable?
Yes, no, and yes.
 

Plaid02

Smash Apprentice
Joined
Feb 28, 2009
Messages
110
Ok, I thought of another idea. Could I generate a hothead, change its article graphic to final cutter, make it slash damage and disappear whenever it reaches a ledge? If that would work, it acts perfectly. The speed's about right, and it goes along the ground. If the attack is used on the ground, I could have it just thrown downwards and if the air, weak thrown forwards. I doubt it would work to make it chargable (damage alteration has to be hexed, right?), and I'm mostly concerned with getting rid of it getting bigger whenever fire or electricity touch it. Also, sometimes they jump backwards (I think). So would that be possible?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Ok, I thought of another idea. Could I generate a hothead, change its article graphic to final cutter, make it slash damage and disappear whenever it reaches a ledge? If that would work, it acts perfectly. The speed's about right, and it goes along the ground. If the attack is used on the ground, I could have it just thrown downwards and if the air, weak thrown forwards. I doubt it would work to make it chargable (damage alteration has to be hexed, right?), and I'm mostly concerned with getting rid of it getting bigger whenever fire or electricity touch it. Also, sometimes they jump backwards (I think). So would that be possible?
Sorry, but making it disappear at certain points falls under changing behavior, which can't be done. I'm not even sure you can edit item properties at all, honestly...
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
What I want to do does not involve changing damage or anything like that.

I just want to swap Lucas' snake with Link's hookshot. How would I do that? My attempts have resulted in Lucas holding a long narrow stick in his hands.

What exactly do I do?
 

Plaid02

Smash Apprentice
Joined
Feb 28, 2009
Messages
110
All right, last time before I just wait for phantom wings.

*goes into some sort of super mode and uses 100 TP for a summon tech*

I SUMMON PHANTOM WINGS!!!

So, anyway, last idea. I remember that, in PSA, you can create something with lots of hitboxes growing consecutively farther. I realize this is a much cruder method than an actual article, but w/e. Would it be possible to have the hitboxes keep going on and have Lloyd able to move again once he's done moving, and would it be possible (by having some glowing white hitboxes moving in small increments) to make it look close enough to a demon fang? In the air, I suppose it could just go diagonally downwards and not go along the ground if it touches it.

And everyone, including Phantom Wings (for whom I hope I didn't just waste 100 TP), is absolutely certain I can't completely jack the final cutter behavior and graphics from Kirby?
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
All right, last time before I just wait for phantom wings.

*goes into some sort of super mode and uses 100 TP for a summon tech*

I SUMMON PHANTOM WINGS!!!

So, anyway, last idea. I remember that, in PSA, you can create something with lots of hitboxes growing consecutively farther. I realize this is a much cruder method than an actual article, but w/e. Would it be possible to have the hitboxes keep going on and have Lloyd able to move again once he's done moving, and would it be possible (by having some glowing white hitboxes moving in small increments) to make it look close enough to a demon fang? In the air, I suppose it could just go diagonally downwards and not go along the ground if it touches it.

And everyone, including Phantom Wings (for whom I hope I didn't just waste 100 TP), is absolutely certain I can't completely jack the final cutter behavior and graphics from Kirby?
Definitely can't take articles/projectiles from other characters. You can fake the projectile as you just described, however -- it's been common practice in fact. Here's a visual dictionary of effects you may need: http://www.youtube.com/watch?v=DcfpKYOANgU
 

Plaid02

Smash Apprentice
Joined
Feb 28, 2009
Messages
110
Thanks a lot, I just thought of one more question. Is it possible to make a condition on hit (or, even better, a condition on touching the ground/going off the ledge? This might be my last question. :p
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Thanks a lot, I just thought of one more question. Is it possible to make a condition on hit (or, even better, a condition on touching the ground/going off the ledge? This might be my last question. :p
Requirement: 0B, "Hit with Hitbox", triggers when you hit with a hitbox. You should be able to use Requirements On Ground and In Air for the other things you need.
 

Untouch

Smash Master
Joined
Aug 4, 2009
Messages
3,783
Apparantly the speed, angle and gravity of falco's blasters are articles.
 

Plaid02

Smash Apprentice
Joined
Feb 28, 2009
Messages
110
Requirement: 0B, "Hit with Hitbox", triggers when you hit with a hitbox. You should be able to use Requirements On Ground and In Air for the other things you need.
*fails again* The On Ground and In Air requirements are for the character, right? How will I get the Demon Fang pseudo-projectile to go along the ground when it lands?
 

Plaid02

Smash Apprentice
Joined
Feb 28, 2009
Messages
110
Oh. Uh, sorry, but, you won't.
Figured that. I suppose I'll either have it go straight in the air (which would be rather lame), or have it go diagonally downwards. The only problem with that is the ability to shoot it through, say, the lip of FD and hit someone on the other side.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Kirk found how to edit these articles more indepth (behavioral, amount of hitboxes, etc.), so bump in anticipation for his post.

EDIT: 15BE0 = thunder
15540 = aerial thunder jolt
15640 = grounded thunder jolt
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
Yeah, I basically mined the PAC file of Link, Samus and Olimar among others while working on Brawl-, and I came up with some VERY promising findings.

Basically, I opened up the PAC in a hex editor, scanned the insides, found the portion after the regular stuff and just getting into the specials. Noticed that things are ordered in a certain way, and things just began to make sense.

So, I'm going to be very lazy and copypasta my text file of notes I've taken, because it's a lot of stuff...

------------------------------------------------------------------------------------
Ordered by offset number...
Code:
LINK:

**ARROW/BOOMERANG GRAPHICS**
10270 - Arrow glow
10418 - Loop 9 time sync 3 graphic - Boomerang Forward
10538 - Loop Infint sync 3 graphic - Boomerang Return
105B8 - Ext. Graphic #3, Graphic D - NAVI DUST!!

**TAUNTS**
1CC68 - AppealHi Subaction
1CC88 - AppealHi Subaction
1CCB8 - AppealLw Subaction
1CCD8 - AppealLw

**ARROWS**
1CDF8 - Nspecial Start Ground Subaction
1CE98 - Nspecial End Ground Subaction
1CEC0 - Nspecial Atart Air Subaction
1CED8 - Nspecial Charge Air Subaction
1CEF0 - Nspecial End Air Subaction
==Floating Points==
1CF80 - 42700000 (60) [30=41F00000, 120=42F00000] - 2=172dmg, 10=37dmg. More velocity with lower value, ONLY affects charged arrows.
1CF84 - 3F800000 (1) [2=40000000] - Unknown.
1CF88 - 00000000 (0.0) - Unknown.
1CF8C - 3D32B8C2 (0.043633...) Arrow angle. .9=~60degrees, .125=~10degrees
1CF90 - 3F99999A (1.200000047...) - Unknown.
1CF94 - 00000028 (40 Hex...) - Arrow Duration(Frames).
1CF98 - 40400000 (3) - Uncharged Arrow Velocity Multiplier.
1CF9C - 41200000 (10) - Charge Velocity Multiplier.
1CFA0 - 40800000 (4) - Uncharged Arrow Damage.
1CFA4 - 41400000 (12) - Full Charge Arrow Damage.
1CFA8 - 00000050 (80 Hex...) - Unknown.
1CFAC - 3D591687 (0.0529999...) - Arrow Gravity.
1CFB0 - 3F32B8C2 (0.69813168...) - Possibly Weight.
==END Floating Points==
1CFB8 - Arrow Offensive Collision

**BOOMERANG**
1D030 - Sspecial 1 Ground Subaction 1
1D0B0 - Sspecial 1 Ground Subaction 2
1D108 - Sspecial 2 Ground Subaction
1D138 - Sspecial 1 Air Subaction 1
1D150 - Sspecial 1 Air Subaction 2
1D168 - Sspecial 2 Air Subaction
==Floating Points==
1D1F8 - 3DCCCCCD (0.100000001...) - Something to do with angle...? ANything above 1=cant angle rang.
1D1FC - 3EE85696 (0.453785598...) - Angle of upward/downward throw.
1D200 - C084CCCD (-4.15000009...) - Vertical offset? -16=Higher, hits floor sooner than it should.
1D204 - 0000008C (140 Hex...) - Duration of short rang(Frames).
1D208 - 000000AA (170 Hex...) - Duration of long rang(Frames).
1D20C - 4019999A (2.400000095...) - Short rang start velocity.
1D210 - 40466666 (3.099999904...) - Long rang start velocity.
1D214 - C1A00000 (-20) - Rotation of the actual rang.
1D218 - C1F00000 (-30) - Rotation of the actual rang.
1D21C - 3D408312 (0.046999998...) - 'Rang Decceleration/Resistance.
1D220 - 40400000 (3) - Returning rang Velocity.
1D224 - 3E99999A (0.300000011...) - Higher makes it reverse direction quicker and sharply, Lower makes the turnaround slower...
1D228 - 3F060A92 (0.523598790...) - Unknown. Seems to VERY slightly do something near the turnaround point...
1D22C - 3C567750 (0.013089969...) - Returning rang angleish. Higher value = better homing to link.
1D230 - 3CD67750 (0.026179939...) - Unknown.
1D234 - 0000008C (140 Hex...) - Something to do with returning rang homing...lowering makes it stop homing after awhile...
1D238 - 00000013 (19 Hex...) - Unknown. Freezes if too high, right near turnaround point.
1D23C - 41100000 (9) - X-offset of when Boomerang is catchable. Higher values=Boomerang is caught further in front of link.
1D240 - 40000000 (2) - Unknown.
1D244 - 42C80000 (100) - Unknown.
1D248 - 00000014 (20 Hex...) - Unknown.
1D24C - 00000004 (4 Hex...) - Untested.
1D250 - 00000002 (2 Hex...) - Untested.
==END Floating Points==
1D358 - Gale Boomerang (wind 60 angle)
1D400 - Wind effect? 40angle - Boomerang coming back?
==Floating Points==
1D490 - 0000003C - (60 Hex...) - Untested.
1D494 - 3FCCCCCD - (1.600000023...) - Unknown.
==END Floating Points==

**SPIN ATTACK**
1D7F0 - Uspecial Ground Subaction
1E0E8 - Uspecial Air Subaction
==Floating Points==
1E298 - 4009999A (2.15000009...)
1E29C - 3F0CCCCD (0.55000001...)
1E2A0 - 3ECCCCCD (0.400000005...)
1E2A4 - 3E6147AE (0.219999998...)
1E2A8 - 3E4CCCCD (0.200000002...)
1E2AC - 00000018 (24 Hex...)
==END Floating Points==

**BOMBS**
1E250 - Dspecial Ground Subaction
1E278 - Dspecial Air Subaction

**FINAL SMASH**
1E448 - Final Start Ground Subaction
1E4D0 - Final Start Air Subaction
1E568 - Final Dash Subaction
1E610 - Final Smash hits
1E740 - Final Smash second to last hit
1E780 - Final Smash final hit
1E7C0 - Final Hits Subaction
******TON of Floating Points**(1ED3C-1EF58)

**THE HELL IS THIS ******
1EEE8 - Calls SquatWait Main...
1EF00 - Calls SquatWait SFX...
1EF18 - Calls SquatWait GFX...
1EF30 - Calls SquatWait Other...
1EF48 - Calls Ftilt Main...
1EF60 - Calls Ftilt SFX...
1EF78 - Calls Ftilt GFX...
1EF90 - Calls Ftilt Other...
1EFA8 - Calls Ftilt Main...
1EFC0 - Calls Ftilt SFX...
1EFD8 - Calls Ftilt GFX...
1EFF0 - Calls Ftilt Other...
1F008 - Calls Fsmash Main...
1F020 - Calls Fsmash SFX...
1F038 - Calls Fsmash GFX...
1F050 - Calls Fsmash Other...
1F068 - Calls Fsmash Main...
1F080 - Calls Fsmash SFX...
1F098 - Calls Fsmash GFX...
1F0B0 - Calls Fsmash Other...

1F100 - Change Action to 9B if "B" is pressed, also if ICBasic252>=ICBasic114 & ICBasic41==85
1F138 - Dunno...Calls 1F100 Twice...

**BOOMERANG**
1F2F0 - Action 113. Side-B Stuffs.
1F4F8 - Action 119. Side-B Stuffs.

**SPIN ATTACK**
1F710 - Action 114. Up-B Stuffs.
1F7F0 - End If, Loop Reset, End If of Action 114...lol
1F8A0 - Action 117. Up-B Stuffs.
1F9D8 - Action 118. Up-B Stuffs.

**BOMBS**
1FB58 - RABasic0 = RABasic 1, Calls 1FCD0, Return.
1FBB0 - RABasic0 = RABasic 2, Calls 1FCD0, Return.
1FBE8 - Action 115. Down-B Stuffs.
1FCD0 - Checks RABit 16 true/false, change subaction to RABasic0, pass frame true/false, return.

**FINAL SMASH**
1FE48 - Action 116. Final Smash Stuffs.
1FF88 - Compare ICBasic33!=282, do stuff...dunno.
1FFF0 - Stuff, If RABasic<0, ground>action 0, air>action 10.
20038 - Action 11A. Final Smash Stuffs.
200E0 - Compare ICBasic33!=283, do stuff...dunno.
20140 - Action 11B. Final Smash Stuffs.
20190 - 0C070000. ??

**TETHER?**
201D0 - Compare ICBasic33!=53, Remove Articles 3 and 4.
20228 - Compare ICBasic33!=55, Remove Articles 3 and 4.
20260 - Subroutine CatchTurn, Calls 201D0
202A0 - Change Action 10A if in Air, change subaction to 6F, something...probably articles 3/4.
202D8 - Subroutine CatchPull, stuff...articles prolly.
20300 - Calls 202A0.
20318 - Calls 202D8.
20350 - RABasic0=3, RABasic2=2, Subroutine AirLasso.
203C0 - Compare ICBasic33!=129, stuff...remove article 4, subroutine AirLasso.
20418 - RABasic1=7, stuff, subroutine AirLassoReach.
20488 - Compare ICBasic33!=129, stuff...remove article 4, subroutine AirLassoReach.
204D0 - RABasic0=3, Subroutine AirLassoHang.
20518 - Compare ICBasic33!=130, remove article 4, subroutine AirLassoHang.
20578 - RABasic1=6, stuff, stuff, subroutine AirLassoRewind.
205B0 - Remove Article 4, subroutine AirLassoRewind.
20678 - Compare ICBasic0>=34, stuff, LABit66=true, stuffx2, Compare ICBasic0>=55, stuff, LABit67=true, Model Display 0-2,0-0, Remove articles 3 and 4.
20728 - LABit66&67=false, stuff, Model Display 0-2,0-1, special function 20678, subroutine AirLassoFailure.
20770 - Remove Article 4, subroutine AirLassoFailure.
207A0 - subroutine AttackAirUniq, if LABit62=true, if LABit63=false, terminate collisions, calls 17990, LABit63=true, endif, if compare LAFloat21>0, 

LAFloat21-ICBasic24, if LABit64=true, stuff, stuff, calls 17A78, endendend.
20828 - subroutine AttackAir, special function 207A0.

209A0 - Compare ICBasic41=85, stuffx2, ifstuff, RABasic0=103/10C, RABasic1=10C/103, subroutine ItemThrow.

**BOOMERANG**
20AA0 - Change subaction to 0.
20AD8 - LABasic5<=0, terminate instance. - Boomerang duration.
20B10 - Calls 20AD8, If colliding with wall, 0C060000. - Boomerang Wall Collision check.
20B98 - Change action 3 if ICBasic232<=ICBasic167 and if LABit3=true, change action 3 if hitbox connect, change subaction to 1, special function 20B10.
20BD0 - Calls 20AD8.
20BF8 - Special Function 20BD0, change subaction to 2.
20C28 - Change subaction to 0, 10040200:0-0,0-1.
20C98 - Visibility:3-1, RABasic0=5, RABasic1=8, RAFloat1=ICBasic161, RAFloat2=ICBasic162, change subaction to 0.
20CE8 - 17060100:0-1, 10040200:0-0,0-2.

**ARROWS**
20F50 - middle of action 112? 10050200x2, 10010100, 0C200200.
211C8 - Action 112. Nspecial Stuff.
21590 - Change subaction to 0.
215C8 - LABasic4<=0, Terminate instance. - Arrow Duration.
21628 - change subaction to 1, change action to 2 if colliding with wall, special function 215C8, collisiondamage. - Arrow Wall collision check.
21688 - stuffx2, LABasic4<=0, stuff, terminate instance.
216F0 - stuffx3, change subaction to 2, special function 21688, sync1frame, terminate collisions.
So that's Link.

There were some random floating point values in the vicinity of the article offsets, so upon testing those on a hunch, they turned out to be different properties of the articles themselves. I only tested the floating points for Link so far, as I haven't gotten around to much else.

------------------------------------------------------------------------------------

More...
Code:
OLIMAR:

168B0 - Red Pikmin Fsmash
16A88 - Red Pikmin Usmash
16BF0 - Red Pikmin Dsmash
16D68 - Red Pikmin Fair
16EE8 - Red Pikmin Bair
17018 - Red Pikmin Uair
172F8 - Red Pikmin Dair
17460 - Throw/Catch Collision?
17528 - Red Pikmin Pummel
17600 - Red Pikmin Fthrow
176D8 - Red Pikmin Bthrow
177B8 - Red Pikmin Uthrow
17910 - Red Pikmin Dthrow
17AC0 - Red Pikmin Side-B
17B88 - Red Pikmin Side-B Loop
17C58 - Red Pikmin Up-B
17ED8 - Yellow Pikmin Fsmash
180B0 - Yellow Pikmin Usmash
18218 - Yellow Pikmin Dsmash
18390 - Yellow Pikmin Fair
18510 - Yellow Pikmin Bair
18640 - Yellow Pikmin Uair
18920 - Yellow Pikmin Dair
18A88 - Throw/Catch Collision?
18B58 - Yellow Pikmin Pummel
18C28 - Yellow Pikmin Fthrow
18D00 - Yellow Pikmin Bthrow
18DE0 - Yellow Pikmin Uthrow
18F38 - Yellow Pikmin Dthrow
190E8 - Yellow Pikmin Side-B
191B0 - Yellow Pikmin Side-B Loop
19280 - Yellow Pikmin Up-B
19500 - Blue Pikmin Fsmash
196D8 - Blue Pikmin Usmash
19840 - Blue Pikmin Dsmash
199B8 - Blue Pikmin Fair
19B38 - Blue Pikmin Bair
19C68 - Blue Pikmin Uair
19F48 - Blue Pikmin Dair
1A0B0 - Throw/Catch Collision?
1A178 - Blue Pikmin Pummel
1A250 - Blue Pikmin Fthrow
1A328 - Blue Pikmin Bthrow
1A408 - Blue Pikmin Uthrow
1A560 - Blue Pikmin Dthrow
1A710 - Blue Pikmin Side-B
1A7D8 - Blue Pikmin Side-B Loop
1A8A8 - Blue Pikmin Up-B
1AB28 - White Pikmin Fsmash
1AD00 - White Pikmin Usmash
1AE68 - White Pikmin Dsmash
1AFE0 - White Pikmin Fair
1B160 - White Pikmin Bair
1B290 - White Pikmin Uair
1B570 - White Pikmin Dair
1B6D8 - Throw/Catch Collision?
1B7A0 - White Pikmin Pummel
1B878 - White Pikmin Fthrow
1B950 - White Pikmin Bthrow
1BA30 - White Pikmin Uthrow
1BB88 - White Pikmin Dthrow
1BD38 - White Pikmin Side-B
1BE00 - White Pikmin Side-B Loop
1BED0 - White Pikmin Up-B
1C170 - Purple Pikmin Fsmash
1C368 - Purple Pikmin Usmash
1C4F0 - Purple Pikmin Dsmash
1C678 - Purple Pikmin Fair
1C7F8 - Purple Pikmin Bair
1C928 - Purple Pikmin Uair
1CC08 - Purple Pikmin Dair
1CD70 - Throw/Catch Collision?
1CE38 - Purple Pikmin Pummel
1CF10 - Purple Pikmin Fthrow
1CFE8 - Purple Pikmin Bthrow
1D0C8 - Purple Pikmin Uthrow
1D220 - Purple Pikmin Dthrow
1D348 - Purple Pikmin Side-B
1D408 - Purple Pikmin Up-B
1D830 - Final Smash?
1D958 - Final Smash?
1DA20 - Final Smash?
1DBB0 - Final Smash?
Olimar was going to be hard to edit because almost all of his attacks we're articles. So, I looked through the whole thing and found the majority of his moveset. No more problems there...didn't spend much time looking for anything else.

------------------------------------------------------------------------------------

And...
Code:
PIT:

1A390 - Collision...12dmg,75angle...6start, lasts 6

**ARROWS**
1A418 - Nspecial Start Ground
1A480 - Nspecial Fire Side Ground
1A4B0 - Nspecial Fire High Ground
1A4E0 - Nspecial Start Air
1A4F8 - Nspecial Hold High Air
1A510 - Nspecial Hold Side Air
1A528 - Nspecial Sto? High Air
1A540 - Nspecial Hito Side Air
1A558 - Nspecial Sto? Side Air
1A570 - Nspecial Fire Side Air
1A588 - Nspecial Fire High Air
**Floating Points**(Hex 1A618-1A648)
1A650 - Arrow Offensive Collision

**FINAL SMASH?**
1CAA8 - Action 116. Final smash.
1CBF0 - Something...normal camera
1CC20 - subroutine glide, sfx
1CC40 - 12040100: 5-20000000?
1CCA0 - change subaction to 0, change action to 1 if RABasic0 < -1, special function 1CC40
1CCD0 - 12040100: 5-20000000?
1CD48 - change action to 2 if RABasic0 < 0, special function 1CCD0
1CD98 - 12040100: 5-20000000?
1CDF0 - change action to 3 if RABasic0 < 0, special function 1CD98
1CE38 - Change action to 4 if connect with hitbox, change subaction to 1, if RABit0 is set, reverse direction
1CE80 - Change subaction to 2
1CF00 - Generate Bow...something or other
1CFD0 - Generate Bow...something or other, special function 1CF00.
1D0A8 - Generate Bow...something or other

**ARROWS**
1D288 - Action 112. Arrows!
1D430 - Remove Article 1...something or other
1D6F0 - Action 117. Arrows!
1DA18 - Action 118. Arrows!
1DB90 - RABit17 shens, Calls 1D430
1DCF8 - Action 119. Arrows!
1DFF0 - Action 11A. Arrows!
1E168 - change subaction to 0
1E1A0 - Wall collision check
1E1F0 - Compare RABasic0 <= 0, terminate instance
1E268 - change subaction to 2, Visibility, special function 1E1F0, terminate collisions
...while looking for Arrow stuff. Didn't find all that much, but the floating points were right by the article collision again, and they do indeed change the properties of the article.

------------------------------------------------------------------------------------

Again...
Code:
SAMUS:

5470 - Remove Article 5 x2, model display
5508 - Remove Article 5 x2, 167 timer

BAD8 - Missle Effect? Fire explosion with smoke
BB58 - External Graphic, wait 60, blargh
BBF8 - Missle Effect? Fire explosion with smoke
BC58 - External Graphic effect
BCE8 - explosion
BD48 - External Graphic effect

16148 - Async 79, allow interupt
16168 - Async 79, allow interupt
16188 - Async 139, allow interupt
161A8 - Async 149, allow interupt

161F0 - Nspecial Start Ground Subaction
16218 - Nspecial Charge Ground Subaction
16248 - Nspecial Shoot Ground Subaction
16280 - Nspecial Cancel Ground Subaction
162A8 - Nspecial Start Air Subaction
162E8 - Nspecial Shoot Air Subaction

**Floating points...not recognized by PSA...** -Possibly Charge shot speed/acceleration

**POWER SHOT**
163D0 - Power Shot 3dmg (No Charge)
16458 - Power Shot 5dmg
164E0 - Power Shot 8dmg
16568 - Power Shot 11dmg
165F0 - Power Shot 14dmg
16678 - Power Shot 18dmg
16700 - Power Shot 21dmg
16788 - Power Shot 25dmg (Full)

**MISSLES**
167A8 - Weak Missle Ground Subaction
167D0 - Weak Missle Air Subaction
167F8 - Strong Missle Ground Subaction
16820 - Strong Missle Air Subaction
**More Floating points here** (Hex Lines 168B0-168F0) Weak Missle Speed/Acceleration
168F8 - Missle homing/weak     dmg 5
16910 - Terminate instance, Sync 1 - After weak missle explosion
**More Floating points here** (Hex Lines 169B0-169C0) Strong Missle Speed/Acceleration
169C8 - Missle straight/strong dmg 10
169E0 - Terminate instance, Sync 1 - After strong missle explosion

**SCREWATTACK**
16FB0 - SpecialHi Ground Subaction
174C0 - SpecialHi Air Subaction

**BOMBS**
17668 - SpecialLw Ground Subaction
17798 - SpecialLw Air Subaction
17918 - Bomb Hit 1, 4dmg, Async 52 timer
17A78 - Bomb Hit 2, 5dmg

**FINAL SMASH**
17BB8 - Final Start Ground Subaction
17C18 - Final Start Air Subaction
17CB0 - Final Ground Subaction
17DA8 - Final Air Subaction
17E28 - Final End Ground Subaction
17E58 - Final End Air Subaction
17FB4 - Final Smash?
18108 - Final Smash?
18238 - Final Smash?
182E4 - Final Smash?
1830C - Calls 182E4

18324 - Async 25, Terminate instance

**SCREWATTACK**
1862C - Action 114. Up B stuffs.

**BOMBS**
186A4 - LABit62 = true, on ground:11D, in air:11E - Dspecial somethin?
18714 - 1DA subaction...More Dspecial stuffs
1878C - 1DD subaction...More Dspecial stuffs
1884C - Comparing LABasic67 == 1...F5F0/F610 subroutines, change action ground/air 0/E
188C4 - Action 11D, Calls 18714 and 1884C. Dspecial stuffs.
18914 - Action 11E, Calls 1878C and 1884C. Dspecial stuffs.
1894C - LABit62 = true, 020D0100: 0-121
1898C - Action 120, Calls 18714 and 1884C. Dspecial stuffs.
189DC - Action 121, Calls 1878C and 1884C. Dspecial stuffs.

**MISSLES**
18A74 - LABit62 = true, ICBasic compares...ground/air...missle actions.
18B64 - Action 122. Weak Missle Ground.
18C54 - Action 123. Weak MIssle Air.
18D4C - Action 124. Strong Missle Ground.
18E3C - Action 125. Strong MIssle Air.

**Final smash?**
18EDC - Something to do with FS...?
18FA4 - Action 127, FS somethin.
190AC - Action 128, FS somethin.
19184 - Action 129, FS somethin.
1923C - Action 12A, FS somethin.
1933C - Action 12B, FS somethin.
19464 - Action 12C, FS somethin.

1950C - Air Lasso
19544 - Air Lasso
19574 - Air Lasso
195A4 - Air Lasso
195E4 - ICBasic != 53, remove article 7
1962C - ICBasic != 55, remove article 7
1967C - Catch Turn
196B4 - CatchTurn, Calls 195E4
196F4 - change action 10A, subaction catchwait
1971C - Calls 196F4
1973C - Catch Pull remove article 7
1975C - Calls 1973C
19774 - 10020100: 0-7?

1982C - If Dpad up...change to zss?
1994C - ZZS Taunt??

**Final smash?**
199BC - Change subaction to 1EB, action changes (FS)
19AA4 - Action 126, FS stuff
19BAC - Compare LABasic5 <= 0...change action 1, colliding wall check...
19C04 - Change subaction to 0, special function 19BAC
19C24 - Change subaction to 1
19C74 - Colliding wall check...LOOK INTO THIS
19CBC - Change subaction to 0, special function 19C74
19CDC - Change subaction to 1
19D2C - Colliding wall check...LOOK INTO THIS
19D74 - Change subaction to 0, special function 19D2C
19D94 - Change subaction to 1
19DAC - Change subaction to 0
19DE4 - Terminate instance LA-Basic[5] <= 0
19E64 - Terminate instance LA-Basic[5] <= 0
19EA4 - Change subaction to 0, special function 19E64
19EC4 - Calls 19E64
19EEC - Change subaction to 1, special function 19EC4
19F1C - Change subaction to 1, 04100200?
19F84 - Basic variable set x2, float variable set x2(ICBasic 161,162), visibility YES
19FC4 - 17060100: 0-1?
19FE4 - If RABit0 is set, 0C080000
1A034 - Basic Variable set x2, special function 19FE4
1A074 - Basic Variable set, special function 19FE4

**Charge shot**
1A0B4 - SpecialNCommon subroutine
1A1C4 - Action 117, Nspecial Start.
1A33C - Action 118, Nspecial Charge.
1A3F4 - Action 119, Nspecial Cancel.
1A4DC - Action 11A, Nspecial Shot.
1A5E4 - Action 11B, Nspecial Start Air.
1A714 - Action 11C, Nspecial Shot Air.
1A7B4 - Change subaction to 0
1A7F4 - Colliding wall check, terminate instance - Charge shot duration/wallcheck
1A854 - Change subaction to 1, special function 1A7F4
1A884 - Change subaction to 2, special function 1A7F4
1A8b4 - Change subaction to 3, special function 1A7F4
1A8e4 - Change subaction to 4, special function 1A7F4
1A914 - Change subaction to 5, special function 1A7F4
1A944 - Change subaction to 6, special function 1A7F4
1A974 - Change subaction to 7, special function 1A7F4
1A9A4 - Change subaction to 8, special function 1A7F4
Lots of neat stuff in here. There is a separate collision called for every charge level of the power shot, and there are the usual floating points for both missles and power shot.

------------------------------------------------------------------------------------

...NOW!
Code:
SNAKE:

11C70 - Mortar
11F90 - Dsmash Mine
17C18 - Nikita weak
17CA0 - Nikita strong
17E40 - Cypher hit
18428 - C4 Explosion
18928 - Final Smash Rockets
Just looked briefly for collisions, nothing else. Here they are.

So there you have it...my work thus far. It's helped tremendously in editing these characters, and I hope others can put it to good use. The most interesting things to note are the floating point values which modify the articles properties, and the various offsets and subroutines that call actions and subactions for the articles themselves. That's right...I do believe articles have THEIR OWN set of actions and subactions, completely separated from the character who uses them. This makes sense when you think about it, but just putting it all together is like...whoa.

Again, apologies for sloppy notes, it's what I have. xD
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
Well, BrawlBox says that articles have their own textures, models, animations, and everything, it would make sense if they had their own actions and subactions, too.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Kirk also taught me, if you want to ADD hitboxes or try out frame speed modifier or whatever, what you must do is find the offset of what you want to edit, OPEN IN PSA'S SUBROUTINES TAB!!!! and then copy the hitbox. After that, click on it, click modify, at the top right click change. Then you should be in a familiar spot. Change it to a "Subroutine...", which is a goto, then point it to a vacant subaction's offset. 3 and 4 are usually open. Paste the hitbox you had into the empty subaction, adding whatever else you need, and update the "Subroutine..." to the new offset. Boom done.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Kirk... that is beautiful. I love seeing such useful info posted for everyone to use. Great job!

EDIT: This works flawlessly. Oddly, with 0 gravity, the arrows float upward a tad. Due to angle, no doubt.

EDIT2: Yep, due to angle. It's super awesome to be able to make a flawlessly homing boomerang, by the way.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Why is this topic down here, it should be booming with activity.

Code:
***Pikachu/Pichu Article Floating Points***
**Thunder Jolt (Aerial)**
156F8 = Velocity
15730 = transparency of background (?)
15764 = Intensity of glow (?)

**Thunder Jolt (Grounded)**
15F70 = it seems way out there, but editing it made the hitbox go away...
 

God of Humility

Smash Journeyman
Joined
Jul 28, 2009
Messages
321
Correct me if I misunderstood, but with the list Kirk posted about Link's articles, are we able to edit his projectiles through PSA by entering the offset and modifying parameters? Or do we still need a hex editor?
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
In PSA you cannot edit the behaviors of the articles, but you can add some code or change hitbox data in it. That's really all it's good for. The rest you'll need a hex editor for.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
It could be in there somewhere, but we haven't found it yet. This is why this thread should be booming. Once we figure out what every attribute does then we're all winners.
 

God of Humility

Smash Journeyman
Joined
Jul 28, 2009
Messages
321
In PSA you cannot edit the behaviors of the articles, but you can add some code or change hitbox data in it. That's really all it's good for. The rest you'll need a hex editor for.
Ok, but can we change the trajectories with a hex editor? I heard not, but with this list of offsets, is it possible? Like there is a value for Link's arrows gravity, can we change that so his arows have a shorter range?
 

superyoshi888

Smash Lord
Joined
Apr 8, 2008
Messages
1,026
^Or longer range, for that matter? I have like 4 ideas buzzing around in my head for PSA characters, and one of them is for Link.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Ok, but can we change the trajectories with a hex editor? I heard not, but with this list of offsets, is it possible? Like there is a value for Link's arrows gravity, can we change that so his arows have a shorter range?
Absolutely. That's why this thread should be lolraging with activity. The possibilities are endless now! I mean, Kirk made Link's boomerang return ALWAYS, he made his arrows move in slow motion, he made bombs ice element, and I was able to make thunder jolt into a trap, make thunder hit 9 times, I mean, what CAN'T you do?!

^Or longer range, for that matter? I have like 4 ideas buzzing around in my head for PSA characters, and one of them is for Link.
Sure! Resize the article in BBox, then open the offset in PSA, and change the hitbox's position to match. Easy!
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
I've freely modified Link's arrows and boomerang to do my bidding for the Brawl- project. :bee:

Currently, I believe you can only edit the floating points with a hex editor. My list shows what offsets they are at. It's A LOT of work to find everything and test it, but I do believe its well worth it in the end.

And I'm glad to see my findings are having some use to other people. :)
 

Phantom Wings

Smash Apprentice
Joined
Jul 29, 2008
Messages
150
Is there a way to change the bone an article is attached to?
Hmm... I guess I should make a contribution here as well. *mumble* where was it now? *mumble, mumble* Ah! Here it is.

For anyone savvy enough with a hex editor, you should be able to find the bone an article is attached to if you can find the root location of the article. From there its [Root Location + 0x8] which should hold the bone id. (0xFFFFFFFF if the article is a projectile and doesn't stick to the character)

The Root location is that area with the pointers to all the tables holding the character data (the animation table, B Move table, the GFX tables and the attribute table.) Both the articles and the character itself have a root, but each one differs to some degree in accordance to the module files. (what I'm currently working on)

I know that the root of the character can be found at [[[0x64] + ([0x68] * 0x4) + 0x80] + 0x80] and that pointers to the roots of the articles can be found inside the root of the character (each pointer value needs + 0x80), but because of the modules, the locations of those pointers vary from character to character (hence, being unable to allow PSA to modify them)

Here should be the locations for Mario's Cape and FLUDD

0x1E38C - Cape(root = 0x1E384)
0x1E490 - FLUDD(root = 0x1E488)

Cheers.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
but because of the modules, the locations of those pointers vary from character to character (hence, being unable to allow PSA to modify them)
Ah, so article support in PSA without manual labor is impossible? That's unfortunate.
 
Top Bottom