• 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!

A More Complete PSA ID List (Info on Specials, Article ID's, GFX ID's, etc.)

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
Specials ID's and Other INFO
Original Post: http://kittycorp.freecp.net/index.php?topic=1293.msg10998#msg10998

This is what a Special can look like:

I will explain all of this text below.


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.

If:
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.
The 3rd one is like the 2nd one but with a comparison method.

If bit is set: RA-Bit:
QUOTE BY Dragonrage:
RA-Bit[18] stands for Bit type Random Access variable #18. From what I understand Bit variables can only be set to true or false and Random Access variables can only be used in the move that calls them, as in they aren't stored longer than that specific move. It's probably used to control certain things in the move.
It is better if the variable is not used by any other character or it might mess up with their attacks. I guess it should be ok if you use a variable above 100.
Change Action
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:

Code:
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
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)

Additionnal Requirement
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.

If Button Pressed
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:

Code:
00 = normal attack button (A by default)
01 = special attack button (B by default)
02 = jump button (X, Y and Up by default)
03 = shield button (L, R and Z by default)
04 = R, L, Z
05 = Unknown (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 = Unknown (Couldn't trigger this one)
12 = Unknown (Couldn't trigger this one)
(thanks to kdr4485)

Change SubActionChanges 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
As I just said, when you add the second "Change SubAction" event, you will find a "Pass Frame" parameter in it.
[quote author=PhantomWings link=topic=1196.msg10138#msg10138 date=1249669020]
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

QUOTE FROM Phantom Wings:
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.
A More Complete GFX ID and External Graphic Effects List


Original Post (by Segab): http://kittycorp.freecp.net/index.php?topic=1337.0
I LOVE HOW THE LINK SAYS "topic=1337"! IT IS TOTALLY LEET. :chuckle:

Code:
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)
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, cookieM0Nster, just2good (lots by him), Kevinrus778 (lots by him too)
The list is complete!! (but if you find something after 87, tell it here)

External Graphic Effects (Character Specific, NOT COMPLETE)
Metaknight
Tornado [file#=17, graphic=14]

Pit
Arrow effect [file#=18, graphic=7]

Sheik/Zelda
Magic Ring [file#=E, graphic=D]

Article ID's


Original Post: http://kittycorp.freecp.net/index.php?topic=1163.msg9480#msg9480
Help Needed, if you know any people post.

In case you're wondering, 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.

Code:
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 THEN 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 CRASHES GAME
06 Sword (I can not confirm this, if it is not please post)
 
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.
PLEASE TELL ME GAME AND WATCH'S ID'S. PLEASE, IT WOULD HELP A BUNCH.
 

tsunami70875

Smash Journeyman
Joined
Dec 1, 2007
Messages
348
Location
Wisconsin, USA
great job, cookie, but are you sure about the list for the "actions"? are you sure it's not it's not referencing to Amazing Ampharous (however you spell his name, sorry) list?
 
D

Deleted member

Guest
great job.

on copying over the kittycorp guide.

don't worry about all the actricle and other lists, I will add them to my guide. for the rest of it, meh not sure

PS sorry if this sounds so negative but I just don't see the point
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
great job.

on copying over the kittycorp guide.

don't worry about all the actricle and other lists, I will add them to my guide. for the rest of it, meh not sure

PS sorry if this sounds so negative but I just don't see the point
Its really no problem. I am simply posting this so that no one will ask for ID's in the PSA threads again. It is, yes, copied from kittycorp, but I put it in one thread, here on smashboards s that we have easy access to this kind of stuff.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
We really should all make a site for this kinda stuff, having things that are basically reference documents on forums doesn't work well, because they are just gonna fall off the first page with not many posts
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Dantarion:

http://brawlplus.net/forum/project-sa-techniques-and-guides/

I need help determining how to control observation of directional inputs. I have used them for IASA techniques such as JC shines, but I have only determined methods for using one exlusively or the other.

For example, I know how to allow sonic to allow IASA to go into his downB or jump out of homing attack, or his upB and jump, but not upB or downB and jump.

The variables of interest tie in with IC-Basic[250], IC-Basic[66], IC-Basic[10], and more. I need help figuring out sidewways direction interpretation as well.
 

Sr. P & R

Smash Apprentice
Joined
Mar 22, 2009
Messages
76
Well, apparently Mr. G&W's Article 6 ALSO includes A LOT of stuff.

I think that the object depends on what value Basic Variable 69 has.

0= Pump

1= Manhole

2= Torch

3= Fish bowl w/ fish

4= "Trumpet"

5= Turtle

IDK what the Nintendo programmers were smoking when they came up with THIS. :dizzy:
 

Sr. P & R

Smash Apprentice
Joined
Mar 22, 2009
Messages
76
Well, apparently Mr. G&W's Article 6 ALSO includes A LOT of stuff.

I think that the object depends on what value Basic Variable 69 has.

0= Pump

1= Manhole

2= Torch

3= Fish bowl w/ fish

4= "Trumpet"

5= Turtle

IDK what the Nintendo programmers were smoking when they came up with THIS. :dizzy:
Sorry, I think I made this a little unclear. These aren't the article numbers, they are the values for the variable. All of these articles are #6. All of the articles I gave you before are still the same.
 

Sr. P & R

Smash Apprentice
Joined
Mar 22, 2009
Messages
76
This guide is very useful because it improved on the articles guide. The guide had an error in Mr. G&W's articles which I pointed out, but it was not changed. I told CookieMonster the problem and he acknowledged the mistake and took the time to correct it.
 

cookieM0Nster

Smash Champion
Joined
Mar 27, 2009
Messages
2,512
Location
oakland
This guide is very useful because it improved on the articles guide. The guide had an error in Mr. G&W's articles which I pointed out, but it was not changed. I told CookieMonster the problem and he acknowledged the mistake and took the time to correct it.
And it is helpful to have so much data in one place, as opposed to many places.
 

A.B.K.S.S

Smash Cadet
Joined
Jul 4, 2011
Messages
25
psa

is ther a way to give luigi 2 movesets, and if it is please show me how
 
Top Bottom