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Visible Hitbubbles in PSA!

Eternal Yoshi

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I can explain the first part.
It involves opening a character.pac in PSA then in a Hex editor.
Then you change the display of the hex editor to accommodate hexadeciamals.
Then you search for the Hex value 06000D00 in the hex editor.
Where it's located, you find the offset it's located(located on the left in the video)
take the offset, subtract it by 80 in Hex and type the number in the Sub routine tab in PSA
which will give you the data.

Just a guess.

W/E. I found Yoshi's prop data with this.

Good night.
 

Kitamerby

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I can explain the first part.
It involves opening a character.pac in PSA then in a Hex editor.
Then you change the display of the hex editor to accommodate hexadeciamals.
Then you search for the Hex value 06000D00 in the hex editor.
Where it's located, you find the offset it's located(located on the left in the video)
take the offset, subtract it by 80 in Hex and type the number in the Sub routine tab in PSA
which will give you the data.

Just a guess.

W/E. I found Yoshi's prop data with this.

Good night.
I wonder if I can use it to somehow apply a variable to the sword glow so it works like Aura Sphere. Meh, I'll look into it later or something. I'm starting on Sonic now because nobody will do him if I don't, it looks like. =P
 

Big O

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Could somebody tell me if there is a way to make DK's down b visable? The hitbox it generates doesn't match the sword glow at all. I've pretty much done all of his moves but down b is clearly wrong. The steps I followed for everything else seems to be applicable for down b but for some reason it just doesn't come out right. I'd appreciate it if anyone could look into it and tell me what I did wrong/need to do to get it working (doing it for me is welcome too ;)). I can send whoever is interested my .pac via AIM as well.
 

rPSIvysaur

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I have a question: w/ the hexing and what not, would it be possible to find tether ledgegrab distance?
 

2nLio

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quick question.

is there a way to play a while match with visible hitboxes?

This would make your spacing a trillion times better
 

AMKalmar

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Yes but it's kind of complicated. You have to use the pac the same way you normally would.

Has anyone figured out how to deal with moves where the part increases scale? Having problems with Ness because of this. Like his utilt - his hands get bigger so the hitbubble is giant.
 

Kitamerby

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quick question.

is there a way to play a while match with visible hitboxes?

This would make your spacing a trillion times better
...

!


Yes. As long as you don't turn the LA-Float off, it should always stay active at the start of the next match or replay.


Man, I gotta try this.
 

2nLio

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hmm if theres someone with enough time, it would be so nice if they could compile all the pac files for visible hitboxes into one folder :)
 

Kitamerby

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**** SONIC.


****ING STUPID *** GROWING FISTS OF ****ING HELL **** SO MUCH **** UP GAAAAAAAAAAAAAAAAAH


Sorry, I'm having a few small... problems with Sonic's scaling messing up the hitbox sizes. Expect delays while I figure out what the hell I'm supposed to do with this lol.


Though I still have a few tricks left I'm gonna try. I'm definitely gonna finish Sonic eventually one way or another.
 

Isatis

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I recommend when people film their hitboxes to use these codes:

Infinite Replay (if not recording live)
040E5DE8 60000000
04953184 60000000
04953224 60000000

1 player matches
0468D420 2C060001

Random button goes to Result (Pitch Black) Stage
4A000000 81000000
3253CDDC 01010101
305E25C4 00000036
145E25DC FFFFFFFF
E2000001 00000000
305E25DC FFFFFFFF
145E25D8 00000028
E2000002 80008000

Unrestricted pause camera
040A7D60 4E800020
04109D88 38800001

Unrestricted Replay Camera
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890

No HUD [Phantom Wings]
4A000000 800E08D4
14000000 38A00000

No Tags [Phantom Wings]
C20E5190 00000002
38800000 90830354
60000000 00000000
 

AMKalmar

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**** SONIC.


****ING STUPID *** GROWING FISTS OF ****ING HELL **** SO MUCH **** UP GAAAAAAAAAAAAAAAAAH


Sorry, I'm having a few small... problems with Sonic's scaling messing up the hitbox sizes. Expect delays while I figure out what the hell I'm supposed to do with this lol.


Though I still have a few tricks left I'm gonna try. I'm definitely gonna finish Sonic eventually one way or another.
Yeah, if you figure that out let us know!

If someone who actually knows something doesn't come up with a solution, we might just have to use a sledgehammer and scale the parts to 1 using the animation editor in brawlbox.
 

Eldiran

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Thanks to InnocentRoad, adding graphics, hitboxes, timers, etc. to projectiles is possible and it is totally awesome. Even durations can be edited. You guys probably already knew that, but I'm posting to say, thanks, InnocentRoad!
 

AMKalmar

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On Ness' utilt I'm testing out a way to get around the scaling problem. I was going to open his MotionEtc pac in BrawlBox to see the scale of his hands on the frame the collision bubble is created, and then divide the scale of the graphic by that value. So if on Ness' hands scale up by 1.5 in the animation and the collision bubble's scale was 7.5, then the new scale of the graphic would be 5.
2 problems:



Asynchronous Timer: 4 Frames
Offensive Collision Bubble

Does this mean the bubble is created on the 4th frame or the 5th? This wouldn't be confusing to me if I hadn't had this thought:

A.
Offensive Collision Bubble

B.
Asynchronous Timer: 1 Frame
Offensive Collision Bubble

Do these both appear the first frame or does B appear on the second frame?



The X, Y, and Z scales are all different, but the bubble graphic's scale is controlled by 1 variable! What do I do?

This post is a monster!
 

Jigglymaster

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I recommend when people film their hitboxes to use these codes:

Infinite Replay (if not recording live)
040E5DE8 60000000
04953184 60000000
04953224 60000000

1 player matches
0468D420 2C060001

Random button goes to Result (Pitch Black) Stage
4A000000 81000000
3253CDDC 01010101
305E25C4 00000036
145E25DC FFFFFFFF
E2000001 00000000
305E25DC FFFFFFFF
145E25D8 00000028
E2000002 80008000

Unrestricted pause camera
040A7D60 4E800020
04109D88 38800001

Unrestricted Replay Camera
0409E934 60000000
0409E93C 60000000
0409E9AC FC201890
0409E9B8 FC600090
0409E9BC FC000890
0409E9C8 FC001890

No HUD [Phantom Wings]
4A000000 800E08D4
14000000 38A00000

No Tags [Phantom Wings]
C20E5190 00000002
38800000 90830354
60000000 00000000
I think its better to have another character in the match when your doing the moves because it helps you get a good idea how long they are. Its harder to tell when theres only one character.
 

AMKalmar

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B is frame 2, and you give up.
So then Asynch 4 is on frame 5, and give up because you already tried and it won't work?

I think its better to have another character in the match when your doing the moves because it helps you get a good idea how long they are. Its harder to tell when theres only one character.
I don't understand what you mean at all.
 

Isatis

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I think its better to have another character in the match when your doing the moves because it helps you get a good idea how long they are. Its harder to tell when theres only one character.
If you don't want to, don't use the 1 player moves. It's just what I recommend, nobody is required to use the codes or even all of the codes
 

Doval

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So then Asynch 4 is on frame 5
Correct. Think of the whole thing as starting on Frame 1, and the timer indicates how many frames after frame 1 the action will start. Four frames after frame 1 is frame 5.

Regarding the scaling problem: Try using the largest scaling value and see if that gives you reasonably accurate results.

Alternatively do some experiments. Try setting two of the scales to 0 and one to a large value, see how the hitbox bubble scales. Set two different ones to off and the third to on, see how the bubble scales. Repeat a third time. Then try turning one off and setting two to a large value. Then try with all three. Hopefully you'll get an idea of what criteria the graphic effects use to scale up in size that way.
 

AMKalmar

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Correct. Think of the whole thing as starting on Frame 1, and the timer indicates how many frames after frame 1 the action will start. Four frames after frame 1 is frame 5.

Regarding the scaling problem: Try using the largest scaling value and see if that gives you reasonably accurate results.

Alternatively do some experiments. Try setting two of the scales to 0 and one to a large value, see how the hitbox bubble scales. Set two different ones to off and the third to on, see how the bubble scales. Repeat a third time. Then try turning one off and setting two to a large value. Then try with all three. Hopefully you'll get an idea of what criteria the graphic effects use to scale up in size that way.
Good idea with the experimenting, I'll try that this evening. I think I'll just modify the animation so he freezes in that pose, then 8 successive bubbles appear while his hands change scale. Thanks man.

Edit: I found that you can't just copy and paste or move a keyframe for an entire pose or even a single bone so it looks like I'll be doing it the way you initially suggested.
 

Jigglymaster

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So then Asynch 4 is on frame 5, and give up because you already tried and it won't work?



I don't understand what you mean at all.
With another opponent there, you can see how big the hitboxes are compared to a normal sized character like Marth. It gives you a better perspective to how much range the character actually has.
 

AMKalmar

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With another opponent there, you can see how big the hitboxes are compared to a normal sized character like Marth. It gives you a better perspective to how much range the character actually has.
Yeah, that makes sense. But I think InnocentRoad did it best using the custom stage blocks as a scale. Here
 

Steeler

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a few questions:

1. do i need to do anything not mentioned in doval's guide for multi hit attacks like squirtle's dtilt? the main list for the move has lines for loops, do i need to include these loop lines in the GFX event list?

2. squirtle's fsmash has an x-offset of 71579.79. is this an error?

3. once i'm finished, how do i place the .pac into my SD card to load it? i have the F:\private\wii\app\RSBE\pf\Fighter\pokezenigame directory, do i have to replace all 5 original .pac files with the one i edited?
 

MK26

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http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
a few questions:

1. do i need to do anything not mentioned in doval's guide for multi hit attacks like squirtle's dtilt? the main list for the move has lines for loops, do i need to include these loop lines in the GFX event list?

2. squirtle's fsmash has an x-offset of 71579.79. is this an error?

3. once i'm finished, how do i place the .pac into my SD card to load it? i have the F:\private\wii\app\RSBE\pf\Fighter\pokezenigame directory, do i have to replace all 5 original .pac files with the one i edited?
1) You do have to include the loop. Remember that because the bubble timer is decreased by 1, you have to increase the timer at the end of teh loop by one to keep it in synch

2) Use PSA 0.2.1., 0.3.1 reads negative numbers wrong (among a myraid number of other problems)

3) it's an unnumbered pac - fitpokezengiame.pac
 

Steeler

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1) You do have to include the loop. Remember that because the bubble timer is decreased by 1, you have to increase the timer at the end of teh loop by one to keep it in synch

2) Use PSA 0.2.1., 0.3.1 reads negative numbers wrong (among a myraid number of other problems)

3) it's an unnumbered pac - fitpokezengiame.pac
thanks for the quick response.

1.
so if the main list says:

Set Loop 4 Times
Offensive Collision x3
Synch Timer: 1 frame
Terminate Collisions
Synch Timer: 1 frame
Execute Loop
rest of collisions

the GFX list should say...

Set Loop 4 Times
11031400 x3
Synch Timer: 2 frames
Synch Timer: 2 frames
Execute Loop
etc.? just wanna be sure. :p

2. but isn't 0.2.1 incompatible with the PT pokemon?

thanks again.
 

AMKalmar

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No, you've doubled the length of the loop.

Set loop 4 times
graphic effect x3
remove graphic
synchronous timer 2 frames
execute loop
 

Steeler

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yeah i figured out that 0.2.1 worked fine.

i can't get the thing to actually work in brawl though. i placed it in F:\private\wii\app\RSBE\pf\Fighter\pokezenigame... do i have to name it something specific? which file replacement code do i need?
 

AMKalmar

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No rush, but I'm interested in seeing the hitbox on Zelda's side B. My friend started playing as her and seriously, that thing is huge.
 

AMKalmar

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BrawlBox is now able to properly modify scaling in animations. With that, I was able to do the testing I was talking about a few posts (pages?) back. The numbers represent the X, Y, and Z scales respectively of his hand.

I suspected it worked like this. So on any move that scales up the bone which the graphic is attached to, divide the scale of the graphic by the X scale of the bone on that frame.
 

AMKalmar

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How to deal with collision bubbles attached to bones that change scale

A collision bubble attached to a bone is unaffected by the scale of the bone. However, The scale of the graphic bubble we use to represent the collision bubble is the same as the x scale of the bone which it is attached to.


On Ness' up tilt we have 2 collision bubbles attached to bone 28 and bone 50 which appear on frame 5 (counts 4 frames from frame 1). The size of each bubble is 7.2.


This is what we get if we give each graphic a scale of 7.2. Ness is hiding in there somewhere.


Open any FitNess[#].pac in BrawlBox.
ModelData[0]\3DModels(NW4R)\FitNess00\...
We can see that bone 28 and 50 are LHandN and RHandN respectively.


Open FitNessMotionEtc.pac in BrawlBox or open any FitNess[#].pac with BrawlBox, preview ModelData[0], and load FitNessMotionEtc.
FitNessMotion\AnimationData[0]\AnmChr(NW4R)\AttackHi3...
Since scale is compounded we have to look at the entire chain leading to LHandN, all on frame 5. This chain can be seen in FitNess[#].pac. On frame 5 LHandN has an x scale of 1.363626 (shown), LArmJ has an x scale of 0.953555, and LShoulderJ has an x scale of 1.601241. All other scales are 1.

Therefore the new scale of the graphic attached to bone 28 should be:
7.2 / (1.363626 * 0.953555 * 1.601241) =





Much better. The right hand had to be calculated separately since the x scales leading up to it differ from those of the left hand.
 

AMKalmar

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It seems pretty big by itself like that but it doesn't appear so bad in the game. Ness' hands reach pretty close to the top of it... ah I'll just get a picture.


Okay it is kinda big. The first one is massive though - his hands, being the highest point of his body at that moment, are in the center of it sphere.

I was going to do some testing, and I started to, but I didn't finish because I was so sure I had it figured out. I'll should probably do the testing right now. If I'm wrong then I be humiliate. And you will be disappoint. D:

The superscope graphic is the one we've been using the whole time; InnocentRoad just changed its image in common3.

How do I make those images clickable thumbnails?! Its HYOOOJ
So I learned how to clickable thumbnails. Link of an image on an image.
 

AMKalmar

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PROOF

The numbers represent the x scale of LHandN, LArmJ, and LShoulderJ respectively. The graphic is attached to bone 27 which is LArmJ.

I scared myself while making this. I thought I was almost certainly humiliate. Turns out I just screwed up the fitmotionetc. The only problem with this is if the bone changes scale while the graphic is present. Then it'll change scale ever so slightly. The only way to fix that [currently, as far as I know] would be to change the graphic for EVERY FRAME that doesn't have the same bone scale as the last. That would be so time consuming and would create so much margin for error.
 
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