• 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!

Floating Point Collab Thread (NOW ALL FLOATS, NOT JUST ARTICLES!) (Homing Attack!)

E-Jolteon

Smash Ace
Joined
Sep 7, 2007
Messages
502
Location
The other side
So, Dantarion, I have a problem with OpenSA2.

I can't open anything. The program crashes right after I try to open any file, edited or not. I've tried Dedede, Sonic, Ness, Kirby, and Mario. All crashed. I'm using Windows 7 64-bit.
Does anyone use Vista or 7 here, without any problem?

Edit: I was able to successfully open Luigi. I tried Mario again and it still crashed.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Its gonna be unstable as hell for a while, especially while I am tweaking Article parsing. Basically, youre gonna have to deal with it, go on IRC, report the bugs to me, and I might be able to fix them ASAP.

My current testing horrors are Link, Kirby, TLink, and Samus, and to be honest, I push builds out without testing them all the time.
 

pikazz

Smash Lord
Joined
Dec 6, 2009
Messages
1,868
Location
Sweden, Umeå (Currently in Seattle)
NNID
pikamaxi
need some help now D:
how can I edit "pikachus thunderjolt" in airs movement? and hex out pikachus "thunderjold" to make it his own article instead for sharing thunderjolt in air's article (so far I know)
and hex pikachus thunder horizontally instead for vertically ? D:
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
You cannot separate articles.

You will need to experiment to do the rest of the things you are asking about.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
TSON.
Soon im going to need help figuring out the article data for all characters.
No more guess and check finding them though XD
SOON
 

pikazz

Smash Lord
Joined
Dec 6, 2009
Messages
1,868
Location
Sweden, Umeå (Currently in Seattle)
NNID
pikamaxi
need some help and I think I will write it here
If I wanna hex an article (like marios fireball and pikachus thunderjolt). which file should I hex?
and what should I looking for after the article? I mean, its much numbers XD
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
My mind just got blown.

Some of Snake's articles...have their own articles.

The mortar launcher is an article of snake...but the mortar missile itself is an article of the mortar launcher.

"YO DAWG, I HERD YOU LIKE ARTICLES SO I PUT ARTICLES IN YO ARTICLES SO YOU CAN HEX WHILE YOU HEX"

Too ****ing good.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
My mind just got blown.

Some of Snake's articles...have their own articles.

The mortar launcher is an article of snake...but the mortar missile itself is an article of the mortar launcher.

"YO DAWG, I HERD YOU LIKE ARTICLES SO I PUT ARTICLES IN YO ARTICLES SO YOU CAN HEX WHILE YOU HEX"

Too ****ing good.
That's... amazing. Snake would.

Also, for Brawl-: the mortar or Nikita should explode into a shower of grenades. (Because now that I'm thinking about articles spawning articles, all I can think of is grenades spawning more grenades...)
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
My mind just got blown.

Some of Snake's articles...have their own articles.

The mortar launcher is an article of snake...but the mortar missile itself is an article of the mortar launcher.

"YO DAWG, I HERD YOU LIKE ARTICLES SO I PUT ARTICLES IN YO ARTICLES SO YOU CAN HEX WHILE YOU HEX"

Too ****ing good.

However, when an article spawns an article, its the same as a character spawning it, in terms of the article ID. Mario's FLUDD generates FLUDD shots in a similar way.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
Wait, how do you read it? Say I'm looking at Lucario's shots. I see 0000000 @17ECC [0]

I know [0] is the order of them, but what do I goto in the hex editor? 17ECC? That's a hex number in that word, not 9.8 in FP. :I
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
New stuff.

Lucario FPs

17f5c - Non-Fully-Charged Aura Sphere Wiggle intensity?
17f60 - Non-Fully-Charged Aura Sphere Wiggle something?
17f68 - Aura Sphere Base Growth Size? (Smaller = Bigger)
17f6c - Aura Sphere uncharged size (bigger = bigger, will automatically scale to base size after being charged a bit)
17f70 - Aura Sphere chargelevel 1 size (bigger = bigger, see above)
-skips a bit due to repetition-
17f88 - Aura Sphere fully charged size (see above)
17f8c - Unknown. Probably has something to do with aura sphere damage/stock growth
 

Kirk

Smash Champion
Joined
Nov 3, 2007
Messages
2,495
Location
Arlington Heights, IL
Ice Climbers

16690 - Ice Block Offensive Collision
==Floating Points==
16720 - 3FC00000 (1.5) - Starting Horizontal Velocity(before touching ground.
16724 - 40400000 (3) - Block Velocity on ground? Friction? Lower number = slower on ground.
16728 - 00000000 (0) - Untested.
1672C - BE4CCCCD (-0.2) - Gravity/Accleration up/down. Negative number = falls down.
16730 - BFD33333 (-1.65) - Unknown.
16734 - 0000001E (30Hex) - Unknown.
16738 - 00000014 (20Hex) - Untested.
1673C - 0000000A (10Hex) - Untested.
16740 - 3F7E76C9 (0.994) - Size Growth Rate. Less than 1 = shrink, greater than 1 = grow.
16744 - 3F7DF3B6 (0.992) - Damage Growth Rate. As above.
16748 - 00000078 (120Hex) - Something with Knockback? Lower number is less flinch over time.
1674C - 000000BE (190Hex) - Ice Block Duration - 20 frames.
16750 - 3F4CCCCD (0.8) - Unknown.
16754 - 3E800000 (0.25) - Unknown.
16758 - 3E6147AE (0.22) - Unknown.
1675C - 00000006 (6Hex) - Unknown.
16760 - 00000005 (5Hex) - Untested.
16764 - 400CCCCD (2.2) - Untested.

170B8 - Blizzard Offensive Collision
==Floating Points==
17178 - 40333333 (2.8) - Increased Range? Particle Speed?
1717C - 3E000000 (0.125) - Higher number = Curves hitboxes upward
17180 - 42340000 (45) - Higher number = Hitboxes fly in a straight line, lower number = sporadic angles.
17184 - 42C80000 (100) - Lower number = Hitboxes fly downward angle, Higher number = sporadic angles.
==END Floating Points==

Not really an article, but...

166F8 - Squall Offensive Collision

And if you want Nana stuff, I can post that too...though technically not articles.
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
I wish there was an easy way to find the bone the article is attached to... Or if someone would explain the equation " [[[0x64] + ([0x68] * 0x4) + 0x80] + 0x80]" for me <_>
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
I wish there was an easy way to find the bone the article is attached to... Or if someone would explain the equation " [[[0x64] + ([0x68] * 0x4) + 0x80] + 0x80]" for me <_>
I don't actually know how to work that equation either, even after finding Ganon's sword bone... basically, you should just muck about around the article's offset given by OpenSA2.

Here are some example offsets of bone locations for you to figure out the general format:

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

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

Cheers.
Ganon's sword bone offset is this: 21CD3
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
I beliiiieve that the bone is approximately the primary offset you have for each article + 88. Ganon's sword was 88 more, and Peach's Toad was about 80 if I recall/math correctly.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
So...are they labeled Unknown 2 or 3 in OpenSA?

EDIT: Fixed a bug in OpenSA2. I had incorrectly assumed that all articles had actions. Peaches stuff doesn't seem to have actions, just subactions.

EDIT: Unknown 2 and 3 seem to be bones for each article.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Indeed, it does -- seeing as Peach's Toad's Unknown2 is 101, which is the decimal BoneIndex for her RHaveN bone.
 

DtJ Glyphmoney

Summoned from a trading card
BRoomer
Joined
Jul 24, 2006
Messages
8,559
NNID
Tip_Tappers
3DS FC
1032-1228-5523
I have been added 10 times.
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
MK has articles for his sword effects
Peach has articles for Toad and Parasol
LA-Basic[6] is something..... (Lucario uses it to hide the charge shot while doing certain things)


Mario->Lucario, the only posted offsets NOT shown by OSA are the pikmin. Not sure what happened, as they were displayed a few versions ago
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Nope, I have to redump those files.
I am gonna analyze Lucario->Bowser soon.

Some of the changes I made make it now crash on opening Diddy :p
I am having trouble detecting the END of the floating point data. At first, I made it stop at the first 0 value. However, luigis first FP value for fireball IS 0, so....idk, gotta figure it out.
 

ShardFenix

Smash Cadet
Joined
Feb 17, 2008
Messages
25
Yoshi's egg explosion hitbox: 16F00
Egg shells from the explosion: 16E70

GnW's Sausage hitbox: 153B8
GnW's Steak hitbox: 15440
GnW's Fish hitbox: 15550
GnW's "prawns" hitbox (I don't think the game uses these): 154C8
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
I think I may have found some useful hitbox offsets for R.O.B. I don't know what any of them link to, but I found these while trying to find R.O.B.'s gyro, so they may be related to the gyro or the Final Smash I'm guessing.

199F0
199F8
19A00
19C88
19CA0
19CA8
19CB0
19CB8
19CC0
19E50
19E58
19E60

Most of them seem to follow a pattern. Have x number of SOC. Next offset will not have the first hitbox of the last offset. I don't know if these offsets are helpful or not. I looked at them in PSA and none of them seem like they would be for the gyro. :urg:
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
Are these NOT shown in OpenSA2 or something?

I could make this thread EXPLODE with offsets, but Id rather people just use OpenSA2.

Since rob's Gyro is held, its in common3.pac
 

ShardFenix

Smash Cadet
Joined
Feb 17, 2008
Messages
25
199F0
199F8
...
19E50
19E58
19E60

Most of them seem to follow a pattern. Have x number of SOC. Next offset will not have the first hitbox of the last offset. I don't know if these offsets are helpful or not. I looked at them in PSA and none of them seem like they would be for the gyro. :urg:
Those are continuous instructions contained in the same subaction. It's actually one long subaction starting at 199F0. Adding 8 to most subactions just brings the index to the next instruction in a subaction (which hides what was previously the first instruction).
 
Top Bottom