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

Eternal Yoshi

I've covered ban wars, you know
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okay, hm... I am very curious about yoshi's egg article x3

yeay! editable specials :D does that mean we can copy one special on one character to one other or did I thinking too far? xD
Too far.

However, giving one character another character's ef_character.pac and renaming it WILL give that character the other's external graphic effects, provided it doesn't exceed the file size limit.

I managed to get all of Fox's external graphic effects to show in game on Gray Fox.

However, I can't seem to find the hitboxes that go with them.

For example, I found the Fox laser but not the hitbox.
 

[TSON]

Hella.
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oTSONo
Pikmingrabz

2863C - Standing/PivotGrab Velocity


Also, OPENSA2 doesn't pick up any of those so that'll have to wait for a bit as it'll be a bit more time-consuming.
 

Eternal Yoshi

I've covered ban wars, you know
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EternalYoshi
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I found these hitboxes for Yoshi. They are confirmed now.
Code:
167A8 - ??? Some SOC 
16f00 - Egg
172E8 - FS Collision
17510 - FS Fireball
Can someone show me how to modify the speed of Yoshi's eggs? I think Tabuu can help.

It's the second article in Tabuu. I don't see what variable controls it's speed.

Edit:
There is a value in 16DE4 that controls how long the egg is out if it doesn't collide with anything.

It's default is 2A. Maybe it's in frames which would mean it stays out for 42 frames
by default.

Well, I'm getting somewhere at least.
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
Can i ask how I would go about deleting Ike's self damage in the Neutral B? I'm not sure if I can edit it via PSA.
 

[TSON]

Hella.
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oTSONo
It's in the OP. Just set that value to 0 in a hex editor.

27390 - Ike Eruption Self-Damage. (Kirk)
 

.Fade

Smash Journeyman
Joined
Jul 27, 2009
Messages
345
It's in the OP. Just set that value to 0 in a hex editor.

27390 - Ike Eruption Self-Damage. (Kirk)
Soooo...I'm clueless about hexing :D

I opened up HxD, went to the offset. It has '41' in the left section, 'A' in the right section. I guess A = 10, which would be the amount of self damage? i dunno.

Is this the right place? And how do I go about deleting it? Highlight, delete? Or replace it with 00s?
 

CountKaiser

Smash Lord
Joined
Jan 16, 2009
Messages
1,370
Location
In space
Ness UpB floats

16594: UpB hold animation Falling acceleration

16598: PKT2 Momentum

1659c: PKT2 deacceleration rate

165a0: PKT2 deacceleration rate after hitting something, stacks with previous

165ac: speciallandlag duration(in frames)

165b0: PKT Duration


165b4: PKT speed

165bc: PKT turning control, lower number = higher amount of control

165c0: PKT turning radius, higher number = tighter radius

165b8: PKT starting angle
 

Eternal Yoshi

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EternalYoshi
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This thread need more attention.
Tabuu makes finding article hitbox much easier.

For example

Blizzard's hitboxes are at the offset 170B8.

It loops and terminates it's instance frequently.

Some Nana Hitboxes
Code:
Jab 1          - 2B6C4
Jab 2          - 2B88C
Dash Attack    - 2B9CC
Ftilt          - 2BB5C
Utilt          - 2BE74
Dtilt          - 2C04C
FSmash         - 2C1E4
Usmash         - 2C3E4
Dsmash         - 2C7AC
Nair           - 2C9A4
Bair           - 2CDB4
Fair           - 2CBDC
Uair           - 2D0BC
Dair           - 2D234
Nana's belay action?? - 2f1BC
Slow Cliff Attack - 2ED1C
Quick Cliff Attack - 2EAE4
Get up attack(Down) - 2E6B4
Get up Attack(Up) - 2E294
 

JoeGrandma

Smash Journeyman
Joined
Dec 11, 2008
Messages
368
Sorry, but can you explain how to use Tabuu to get the offsets for the hitboxes?

Also, I think 189A8 is Falco's neutral B laser hitboxes...
 

[TSON]

Hella.
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oTSONo
oh. btw. im not gonna do hitboxes anymore since it's ridiculously easy to find them now.

1. open tabuu
2. navigate to data->article
3. expand all articles' flags section so you can look at animation names
4. once you find one that sounds accurate (for instance, yoshi's eggs = throwed & burst), expand the subaction mains until you see a hitbox
5. once you find that hitbox, click the subaction main that it belongs to & on the right panel it will show "fileoffset", put that number in PSA.
????
profit!
 

standardtoaster

Tubacabra
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Nov 26, 2009
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Location
Eau Claire, Wisconsin
I plan on doing quite a lot of floating points today. :p

[collapse="R.O.B."]
Gyro

197D8 - How long you charge it before you get flashing
197DC - Velocity charge multiplier (affects dmg as well)
197E0 - Also affects velocity based on charge but multiplies damage and KB as well
197E4 - ??? (default is 0 but is read on gyro shoot)
197E8 - Gryo firing Y offset
197EC - Max gyros[/collapse]

[collapse="Mario"]
Cape
17508 - Horizontal momentum from moving left/right (smaller = more)
1750C - Affects vertical momentum?
17510 - Vertical momentum
17514 - Vertical momentum from moving left/right
17518 - ?? (read on caping in air)
1751C - ?? (read on caping in air)

Super Jump Punch
17A10 - Joystick backward sensitivity?
17A14 - Joystick forward sensitivity?
17A18 - Affects travel direction and mobility?
17A1C - Special fall aerial mobility
17A20 - ?? (read on upB)
17A24 - ?? (read on upB)
17A28 - ?? (read on upB)
17A2C - ?? (read on upB)

FLUDD
17A70 - How many frames of charging to be considered fully charged
17A74 - ?? (read on firing)
17A78 - ?? (read on firing)
17A7C - Momentum backward when firing (affects aerial too)
17A80 - How many frames fludd stays out during/after downB
17A84 - Angle at which fludd starts pointing (in degrees O_o)
17A88 - Max upward angle (in degrees)
17A8C - Max downward angle? (in degrees)
17A90 - Response to angling (also affects going back to center)
17A94 - Relates to offsets? (at 100 they are really far up from mario and spaced out)
17B38 - Water speed multiplier
17B3C - Water speed base
17B40 - Water gravity
17B44 - ?? (read on firing)
17B48 - How many frames water stays out (does not affect gfx past a certain point)
17B4C - Water gfx size
17B50 - Water gfx size multiplier (gfx get larger further they go)
17B54 - Water pushback[/collapse]

[collapse="Luigi"]
Fireball
16B94 - Fireball velocity
16B9C - How long fireball stays out

Missile
16F8C - How long you charge before considered fully charged
16F90 - Base damage
16F94 - Damage multiplier
16FA4 - Horizontal momentum
16FA8 - Horizontal momentum multiplier
16FAC - Vertical momentum
16FB0 - Vertical momentum multiplier
16FB4 - Vertical momentum something?
16FD0 - Misfire vertical momentum
16FC8 - Misfire chance

DownB
17A38 - ?? (read on downB ground only)
17A3C - Grounded horizontal momentum
17A40 - Grounded turning momentum
17A44 - ?? (read on downB ground only)
17A48 - Tapping B vertical momentum?
17A4C - Tapping B horizontal momentum?
17A50 - ?? (read on tapping and in air)
17A54 - ?? (read on tapping and in air)

Final Smash (cbf to do any of these)
17B08-17B34[/collapse]

I hate luigi. Too many floats for that stupid missile.

[collapse="Snake"]
Nikita
22B78 - Initial speed
22B7C - Flying speed
22B80 - Turning speed
22B84 - Turning control?
22B88 - Turning radius?

C4
22C50 - How long it stays on opponent until falling off
22C54 - How long you stand next to opponent until c4 sticks to you?
22C60 - How long C4 stays out until it explodes[/collapse]

[collapse="Lucario"]
Extreme Speed
185E4 - Distance
185E8 - Turning[/collapse]

[collapse="Mr. Game and Watch"]
Figure out the bacon yourself. ;_;
15640 - horizontal velocity
15644 - vertical velocity
15648 - vertical gravity
1564C - horizontal gravity
15650 - spinning
15654 - horizontal velocity
15658 - vertical velocity
1565C - vertical gravity
15660 - horizontal gravity
15664 - spinning
15668 - speed
1566C - horizontal velocity
15670 - vertical velocity
15674 - vertical gravity
15678 - horizontal gravity
1567C - spinning
15680 - horizontal velocity
15684 - vertical velocity
15688 - vertical gravity
1568C - horizontal gravity
15690 - spinning
156A8 - how long before they flash
156AC - how long it flashes[/collapse]

[collapse="Pit"]
Wings of Icarus
1AFC8 - momentum preservation
1AFCC - initial vertical momentum
1AFD0 - how many frames waiting above ground until landing
1AFD4 - momentum going right/left
1AFD8 - momentum going down
1AFDC - ??
1AFE0 - gravity
1AFE4 - momentum going up
1AFE8 - ??
1AFEC - ??
1AFF0 - gravity?
1AFF4 - ??
1AFF8 - flying time
1AFFC - amount of feathers going up
1B000 - amount of feathers going down

Mirror Shield
1B10C - amount of time it can be out
1B110 - amount of time before you stand up[/collapse]
 

Eternal Yoshi

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I found the Hex value that controls the length of the Egg staying out before it automatically breaks.
You can edit it Via Tabuu.

It's Yoshi's second article, in the data section of the article.
Edit it in hex view. It's the number of frames it last without hitting anything.

I don't remember which point it is exactly, but if you look in Tabuu and go to hitDataCypher_17wnSnakeCypherNode , you can find that one of the floating point dictates the base vertical velocity of the Cypher when held.

Also, THose neutral B floating points for G&W control the individual foods from the Pan.
 

standardtoaster

Tubacabra
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Messages
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Sure, pikazz. I can get that done today. Eternal Yoshi, I know that each of them control the different food that comes out. I just couldn't tell what each food was since I don't really know what each one looks like. That, and it was about three in the morning when I did that. :V

[collapse="Zelda"]
Farore's Wind
16E80 - horizontal momentum preservation (smaller = higher)
16E84 - vertical momentum preservation (smaller = higher)[/collapse]

[collapse="Yoshi"]
Egg toss
16E28 - Upward momentum of throwing
16E2C - Downward momentum of throwing
16E30 - Momentum preserved after throwing
16E34 - Upward momentum after throwing 2+ times in air
16E38 - ?? (read on throwing egg)
16E3C - affects angle of thrown egg backward and forward? (radians)
16E40 - affects angle of thrown egg backward and forward? (radians)
16E44 - affects angle of thrown egg backward and forward? (radians)
16E48 - angle of throwing (inverted radians affects all throws)
16E4C - Vertical launch speed multiplier
16E50 - Horizontal launch speed multiplier
16E54 - Egg X offset on toss
16E58 - Egg Y offset on toss
16E5C - Egg air friction?
16E60 - Egg air friction?
16E64 - How long until it explodes
16E68 - ?? (at 0 it didn't have sfx on explode)
16E6C - Spinning?
16E70 - Egg vertical gravity
16E74 - Egg horizontal gravity[/collapse]

[collapse="Diddy Kong"]
Monkey flip
196E0 - horizontal velocity
196E4 - vertical velocity

Peanut gun
19808 - vertical velocity?
1980C - gravity?
19810 - vertical velocity?
19814 - charge horizontal velocity multiplier?
19818 - momentum backward from charged firing

Jetpack
19CC0 - response
19CC4 - turning speed
19CD4 - height (affects charge as well)
19CD8 - height multiplier
19CDC - gravity[/collapse]

[collapse="Link"]
upB
1E298 - vertical height
1E29C - gravity
1E2A8 - aerial mobility during upB[/collapse]
 

Eternal Yoshi

I've covered ban wars, you know
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EternalYoshi
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In hitDataCypher_17wnSnakeCypherNode via Tabuu, one of the floats controls the base vertical velocity of the distance Snake gets when he holds Cypher.

Can you please find out which it is?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Find me olimar max pikmin count. I doubt it's going to be in his floats though ;-)
 

standardtoaster

Tubacabra
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You never know. ROB's gyro count was in his floats. ;P

Here's an updated list of what I have for snake so far.

[collapse="Snake"]
Snake

Upsmash
22B08 - Default height
22B0C - X offset
22B10 - How long before they explode
22B14 - Height multiplier (affects default hight too)
22B18 - Height multiplier? (lower than default makes charged ones go lower)
22B1C - air friction going down?
22B20 - ?? (read on usmash firing)
22B24 - ?? (read on usmash firing)
22B28 - ?? (read on usmash firing)
22B2C - ?? (read on usmash firing)
22B30 - Affects time mortar turns?
22B34 - ?? (read on usmash firing)
22B38 - horizontal momentum of mortars that go left/right
22B3C - ?? (read on usmash firing)

Mine
22B40 - How long before it dissapears
22B44 - ?? (read on mine lay)

Nikita
22B70 - Something with speed?
22B74 - Momentum preservation on turning?
22B78 - Initial speed
22B7C - Flying speed
22B80 - Turning speed
22B84 - Turning control?
22B88 - Turning radius?
22B8C - ?? (read on sideB)
22B90 - ?? (read on sideB)
22B94 - ?? (read on sideB)
22B98 - ?? (read on sideB)
22B9C - ?? (read on sideB)
22BA0 - How long before nikita slows down
22BA4 - How long nikita slows down before falling
22BA8 - Something with slowing down?
22BAC - Something with slowing down?


C4
22C50 - How long it stays on opponent until falling off
22C54 - How long you stand next to opponent until c4 sticks to you?
22C60 - How long C4 stays out until it explode[/collapse]
 

Linkshot

Smash Hero
Joined
Aug 25, 2008
Messages
5,236
Location
Hermit in the Highrise
Some theorycraft:
uSmash has a randomiser for sure. That could be its range (how far left/right they go)
dSmash probably has a "Is this the ground?" check, but maybe it's not a float.
Nikita changes angle and speed when hit; one of those could be how much.
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
Completed snake. I didn't really have the effort to test hitting the nikita. lol. I'll look at olimar probably.

[collapse="Snake"]
Upsmash
22B08 - Default height
22B0C - X offset
22B10 - How long before they explode
22B14 - Height multiplier (affects default hight too)
22B18 - Height multiplier? (lower than default makes charged ones go lower)
22B1C - air friction going down?
22B20 - ?? (read on usmash firing)
22B24 - ?? (read on usmash firing)
22B28 - ?? (read on usmash firing)
22B2C - ?? (read on usmash firing)
22B30 - Affects time mortar turns?
22B34 - ?? (read on usmash firing)
22B38 - horizontal momentum of mortars that go left/right
22B3C - ?? (read on usmash firing)

Mine
22B40 - How long before it dissapears
22B44 - ?? (read on mine lay)

Nikita
22B70 - Something with speed?
22B74 - Momentum preservation on turning?
22B78 - Initial speed
22B7C - Flying speed
22B80 - Turning speed
22B84 - Turning control?
22B88 - Turning radius?
22B8C - ?? (read on sideB)
22B90 - ?? (read on sideB)
22B94 - ?? (read on sideB)
22B98 - ?? (read on sideB)
22B9C - ?? (read on sideB)
22BA0 - How long before nikita slows down
22BA4 - How long nikita slows down before falling
22BA8 - Something with slowing down?
22BAC - Something with slowing down?


C4
22C50 - How long it stays on opponent until falling off
22C60 - How long C4 stays out until it explode

Cypher
22C0C - Momentum preservation? (at 0 you don't drop before you rise)
22C10 - Momentum preservation? (at 0 you don't drop before you rise)
22C14 - ?? (read when cyphering)
22C18 - ?? (read when cyphering)
22C1C - Mobility
22C20 - ?? (read when cyphering)
22C24 - ?? (read when cyphering)
22C28 - ?? (read when cyphering)
22C2C - ?? (read when cyphering)
22C30 - Y offset of cypher when released
22C34 - Speed of cypher flying away
22C38 - ?? (read when letting go of cypher)
22C3C - How many frames before it disappears? (read when breaking from cypher; freezes at 1)
22C40 - ?? (read when cyphering)
22C44 - ?? (read when cyphering)[/collapse]
 

standardtoaster

Tubacabra
Joined
Nov 26, 2009
Messages
9,253
Location
Eau Claire, Wisconsin
THE COLOR TABLE IS COMPLETE ;_;
[collapse="Olimar"]
http://opensa.dantarion.com/wiki/Terrain

28644 - ??
28648 - Basic terrain plucking speed
2864C - Red frequency
28650 - Yellow frequency
28654 - Blue frequency
28658 - White frequency
2865C - Purple frequency
28660 - ??
28664 - Rock plucking speed
28668 - Red frequency
2866C - Yellow frequency
28670 - Blue frequency
28674 - White frequency
28678 - Purple frequency
2867C - ??
28680 - Grass plucking speed
28684 - Red frequency
28688 - Yellow frequency
2868C - Blue frequency
28690 - White frequency
28694 - Purple frequency
28698 - ??
2869C - Dirt plucking speed
286A0 - Red frequency
286A4 - Yellow frequency
286A8 - Blue frequency
286AC - White frequency
286B0 - Purple frequency
286B4 - ??
286B8 - Wood plucking speed
286BC - Red frequency
286C0 - Yellow frequency
286C4 - Blue frequency
286C8 - White frequency
286CC - Purple frequency
286D0 - ??
286D4 - Light metal plucking speed
286D8 - Red frequency
286DC - Yellow frequency
286E0 - Blue frequency
286E4 - White frequency
286E8 - Purple frequency
286EC - ??
286F0 - Heavy metal plucking speed
286F4 - Red frequency
286F8 - Yellow frequency
286FC - Blue frequency
28700 - White frequency
28704 - Purple frequency
28708 - ??
2870C - Cloth plucking speed
28710 - Red frequency
28714 - Yellow frequency
28718 - Blue frequency
2871C - White frequency
28720 - Purple frequency
28724 - ??
28728 - Alien goop plucking speed
2872C - Red frequency
28730 - Yellow frequency
28734 - Blue frequency
28738 - White frequency
2873C - Purple frequency
28740 - ??
28744 - Creature plucking speed
28748 - Red frequency
2874C - Yellow frequency
28750 - Blue plucking speed
28754 - White frequency
28758 - Purple frequency
2875C - ??
28760 - Water plucking speed
28764 - Red frequency
28768 - Yellow frequency
2876C - Blue frequency
28770 - White frequency
28774 - Purple frequency
28778 - ??
2877C - Type 11 plucking speed
28780 - Red frequency
28784 - Yellow frequency
28788 - Blue frequency
2878C - White frequency
28790 - Purple frequency
28794 - ??
28798 - Type 12 plucking speed
2879C - Red frequency
287A0 - Yellow frequency
287A4 - Blue frequency
287A8 - White frequency
287AC - Purple frequency
287B0 - ??
287B4 - Snow plucking speed
287B8 - Red frequency
287BC - Yellow frequency
287C0 - Blue frequency
287C4 - White frequency
287C8 - Purple frequency
287CC - ??
287D0 - Ice plucking speed
287D4 - Red frequency
287D8 - Yellow frequency
287DC - Blue frequency
287E0 - White frequency
287E4 - Purple frequency
287E8 - ??
287EC - Subspace plucking speed
287F0 - Red frequency
287F4 - Yellow frequency
287F8 - Blue frequency
287FC - White frequency
28800 - Purple frequency
28804 - ??
28808 - Tabuu's Gate plucking speed
2880C - Red frequency
28810 - Yellow frequency
28814 - Blue frequency
28818 - White frequency
2881C - Purple frequency
28820 - ??
28824 - Checkered plucking speed
28828 - Red frequency
2882C - Yellow frequency
28830 - Blue frequency
28834 - White frequency
28838 - Purple frequency
2883C - ??
28840 - Spikes plucking speed
28844 - Red frequency
28848 - Yellow frequency
2884C - Blue frequency
28850 - White frequency
28854 - Purple frequency
28858 - ??
2885C - Lava plucking speed
28860 - Red frequency
28864 - Yellow frequency
28868 - Blue frequency
2886C - White frequency
28870 - Purple frequency
28874 - ??
28878 - Type 20 plucking speed
2887C - Red frequency
28880 - Yellow frequency
28884 - Blue frequency
28888 - White frequency
2888C - Purple frequency
28890 - ??
28894 - Electroplankton plucking speed
28898 - Red frequency
2889C - Yellow frequency
288A0 - Blue frequency
288A4 - White frequency
288A8 - Purple frequency
288AC - ??
288B0 - Cloud plucking speed
288B4 - Red frequency
288B8 - Yellow frequency
288BC - Blue frequency
288C0 - White frequency
288C4 - Purple frequency
288C8 - ??
288CC - Tabuu plucking speed
288D0 - Red frequency
288D4 - Yellow frequency
288D8 - Blue frequency
288DC - White frequency
288E0 - Purple frequency
288E4 - ??
288E8 - Brick plucking speed
288EC - Red frequency
288F0 - Yellow frequency
288F4 - Blue frequency
288F8 - White frequency
288FC - Purple frequency
28900 - ??
28904 - Type 25 plucking speed
28908 - Red frequency
2890C - Yellow frequency
28910 - Blue frequency
28914 - White frequency
28918 - Purple frequency
2891C - ??
28920 - Mario Bros. plucking speed
28924 - Red frequency
28928 - Yellow frequency
2892C - Blue frequency
28930 - White frequency
28934 - Purple frequency
28938 - ??
2893C - Grate plucking speed
28940 - Red frequency
28944 - Yellow frequency
28948 - Blue frequency
2894C - White frequency
28950 - Purple frequency
28954 - ??
28958 - Sand plucking speed
2895C - Red frequency
28960 - Yellow frequency
28964 - Blue frequency
28968 - White frequency
2896C - Purple frequency
28970 - ??
28974 - Home-Run Stadium plucking speed
28978 - Red frequency
2897C - Yellow frequency
28980 - Blue frequency
28984 - White frequency
28988 - Purple frequency[/collapse]

After I finish with olimar, I am never going back to him again. ;____;
 
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