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Project SA Q&A

Yung Mei

Where all da hot anime moms at
Joined
Jul 20, 2009
Messages
5,341
hi, my question is, is it possible to use a PSA and the original character at the same time?

Example would be using both the Roy PSA and Marth at the same time/match
 

Miamisportsfan45

Smash Lord
Joined
Aug 27, 2006
Messages
1,590
Location
Pennsylvania
I have the first Gecko as well as the updated one required for running hacks, but it freezes before it even recognizes the hacks.... What can I do to fix this?
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
I'm wondering, can you get sword glows in different colors? Like, could you get the yellow hue to instead be red, blue, green, etc. to differentiate between hitboxes more easily?

It would be very useful imo, but I'm not sure if color is selectable.
 

darksamus77

Smash Champion
Joined
Oct 18, 2009
Messages
2,987
Location
Seattle, WA
NNID
darksamus77
3DS FC
3282-3124-8340
PSA n00b question, sorry if it's been asked a million times already...do you need any other programs besides BrawlBox and a photo editing software for PSA? I wanna start a DS PSA hack, but wanna make sure I have everything I need to start...thanks in advance
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
@God of Humility: that'd be requirement 0B: Hit with Hitbox. (If it doesn't work properly, try using it in the GFX section.) A requirement for being struck hasn't been discovered yet.

@Calvo: not yet, unfortunately.

@Miamisports: I can only guess at what your problem is. When, exactly, does it freeze? While Brawl is running, or when GeckoOS is loading? If the latter, the problem is probably not caused by your hacks specifically.

@VietGeek: unfortunately the only way to change sword glow color is to edit it directily in BrawlBox.

@darksamus: you should be set with that. Strictly speaking, PSA doesn't require either of those, but making a full-fledged character does.
 

TommoPuppy

Smash Lord
Joined
Feb 4, 2010
Messages
1,376
Location
Australia
NNID
Tommohawk
I want to change the articles of Peach so she is always holding her parasol, but I can't work out what actions correspond to what attacks in-game (and I've been following Wacka Alpaca's tutorials), and therefore I'm having trouble working out how to do it by myself. What should I do?

EDIT: I've kinda worked it out, but what action is her standing animation? Also, how do I give the parasol collision for her attacks as if it were a sword, and what file is her parasol in anyway? I want to replace it with Ike's sword.

EDIT2: I've worked out what subactions correspond to what now so I've made her always hold her parasol and changed her a-jabs to sword attacks, but there are no hitboxes on the parasol. Can I change that? Or should I use the golf club instead?
 

vietstah

Smash Rookie
Joined
Oct 14, 2008
Messages
3
I would like to know how to add projectiles after a move is executed. Like, Say I wanted to have one of pit's arrows fly out right after he does a f-tilt, fair, and bair (arrow shooting behind him). Please be as detailed as possible as I am UBER new at PSA
 

Kawaii Poyo

Smash Champion
Joined
Oct 27, 2008
Messages
2,533
Location
PokeHacker Community
What are the subactions for Kirby's copy abilities? More specifically which one is MK/Tornado's sub action, I'd like to know them all but MK's is the one I care about the most.
 

TommoPuppy

Smash Lord
Joined
Feb 4, 2010
Messages
1,376
Location
Australia
NNID
Tommohawk
what's the difference between this and Brawlbox?
It's like the difference between apples and oranges. They're both fruit and they're both good for you, but they do different things. BrawlBox and PSA are like apples and oranges, minus the delicious taste. BrawlBox is for editing models, textures, animations, etc. while PSA is for editing movesets.
 

Photos

Smash Journeyman
Joined
Oct 14, 2009
Messages
399
Location
Dreamworld
It's like the difference between apples and oranges. They're both fruit and they're both good for you, but they do different things. BrawlBox and PSA are like apples and oranges, minus the delicious taste. BrawlBox is for editing models, textures, animations, etc. while PSA is for editing movesets.
aha, i see. so it's like paper and paint? lol, thanks. :laugh:
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
I was wondering how to make Fox's blaster flinch (just like Fox 64 or Falco) to his opponents?
In FitFox.pac, you need to go to offsets 18D30 and 18E00. Those contain the hitboxes for Fox's lasers. The reason they don't flinch is that they have a special element (as I recall, it's element 18); you need to change the last two digits of the flags. If you want the new element to be the generic "none", change the last digit to 0 and subtract 1 from the second to last digit (which is likely also setting it to 0, but if it's 5 or 9, that will be setting it to 4 or 8 respectively).

Doing this will only make them behave in a normal manner when they hit though; it won't change anything else about them, including firing speed. Fox's laser is very, very fast so you may want to make other changes unless this is for pure novelty.
 

darksamus77

Smash Champion
Joined
Oct 18, 2009
Messages
2,987
Location
Seattle, WA
NNID
darksamus77
3DS FC
3282-3124-8340
Ok, sorry if this has been asked a million times already, but what programs are required for a PSA hack (besides BrawlBox, which I have)? I wanna start a Dark Samus PSA hack but have no clue where to start or what to get. I ask this due to the fact that BRSTM requests are dying down (that's my hobby on here, if you know me) and I need something to do in my spare time...thanks a ton in advance, if PM works better for whoever's kind enough to answer, it is much appreciated...like knowledge, programs, and anything else for PSA, that's what I need...thanks in advance, sorry for the noob question, but I have no idea about PSA hacking and would like to know how to do one. Thank you for your time.
 

Swift Fox

Smash Lord
Joined
Feb 22, 2010
Messages
1,040
Location
Pokémon Center
In FitFox.pac, you need to go to offsets 18D30 and 18E00. Those contain the hitboxes for Fox's lasers. The reason they don't flinch is that they have a special element (as I recall, it's element 18); you need to change the last two digits of the flags. If you want the new element to be the generic "none", change the last digit to 0 and subtract 1 from the second to last digit (which is likely also setting it to 0, but if it's 5 or 9, that will be setting it to 4 or 8 respectively).

Doing this will only make them behave in a normal manner when they hit though; it won't change anything else about them, including firing speed. Fox's laser is very, very fast so you may want to make other changes unless this is for pure novelty.
That really helped me a lot! Srsly, I can't thank you enough :bee:

And about offset informations, where'd you learned that? I could learn something for my future references.

Thanks
 

Swift Fox

Smash Lord
Joined
Feb 22, 2010
Messages
1,040
Location
Pokémon Center
Ok, sorry if this has been asked a million times already, but what programs are required for a PSA hack (besides BrawlBox, which I have)?
PSA (formerly known as "Project Smash Attacks", "Plan Zero", or "Project SA") itself is a program that opens Fit*.pac files and it can let you manage moveset informations on character you have chosen. The asterisk in Fit*.pac is character's name (fitFOX.pac, fitCAPTAIN.pac, etc.)
 

darksamus77

Smash Champion
Joined
Oct 18, 2009
Messages
2,987
Location
Seattle, WA
NNID
darksamus77
3DS FC
3282-3124-8340
PSA (formerly known as "Project Smash Attacks", "Plan Zero", or "Project SA") itself is a program that opens Fit*.pac files and it can let you manage moveset informations on character you have chosen. The asterisk in Fit*.pac is character's name (fitFOX.pac, fitCAPTAIN.pac, etc.)
Ok, I get that much, and that you can edit characters' moves using it and give them special effects (lightsaber/glowing sword effect). What do I need to look up info-wise for PSA? I'm guessing something to do with hexadecimal format and values for all kinds of stuff. That's what I really need...just some info on how to get started, and I'll go from there.
 

Eternal Yoshi

I've covered ban wars, you know
Joined
Mar 3, 2007
Messages
5,450
Location
Playing different games
NNID
EternalYoshi
3DS FC
3394-4459-7089
My PSA txt files are out of date, especailly the Attributes.txt.
Does someone have an up to date Attributes.txt?
Here's what I have on mine now.

Code:
0x000 Walk Initial Velocity
The starting velocity obtained the moment the character starts walking.
0

0x004 Walk Acceleration
The speed of acceleration while walking.
0

0x008 Walk Maximum Velocity
The maximum velocity obtainable while walking.
0

0x00C Stopping Velocity
The speed at which the character is able to stop at.
0

0x010 Dash & StopTurn Initial Velocity
The starting velocity obtained the moment the character starts a Dash.
0

0x014 StopTurn Deceleration
The speed at which the character decelerates upon performing a StopTurn.
0

0x018 StopTurn Acceleration
The speed at which the character accelerates after performing a StopTurn
0

0x01C Run Initial Velocity
The starting velocity obtained the moment the Dash turns into a Run.
0

0x020 Run Acceleration?
Reported to affect the time it takes to get to top running speed.
0

0x024

0

*0x028

1

0x02C

0

*0x030

1

0x034

0

0x038 Jump V Initial Velocity
The starting vertical velocity the character obtains when jumping.
0

0x03C

0

0x040 Jump H Initial Velocity
The maximum starting horazontal velocity the character is able to obtain when jumping.
0

0x044 Hop V Initial Velocity
The maximum vertical velocity the character obtains when hopping.
0

0x048 Air Jump Multiplier
The velocity obtained from an air jump proportional to the Jump V Initial Velocity.
0

0x04C

0

0x050 Footstool V Initial Velocity
The starting vertical velocity the character obtains upon performing a footstool jump.
0

0x054

0

0x058

0

0x05C

0

*0x060 Jumps
The number of consecutive jumps the character is able to perform.
1

0x064 Gravity
The speed at which the character accelerates downward.
0

0x068 Terminal Velocity
The maximum velocity obtainable due to gravity.
0

0x06C

0

0x070

0

0x074 Air Mobility
The speed at which the character is able to maneuver in air.
0

0x078 Air Stopping Mobility
The speed at which the character is able to stop themselves in air.
0

0x07C Maximum H Air Velocity
The maximum horazontal velocity the character is able to obtain in air.
0

0x080

0

0x084 

0

0x088

0

*0x08C

1

0x090

0

0x094

0

0x098

0

*0x09C

1

*0x0A0

1

0x0A4

0

0x0A8

0

0x0AC

0

0x0B0 Weight
How resiliant the character is to knockback.
0

0x0B4 Character Size?
Reported to affect the character's size.
0

0x0B8

0

0x0BC

0

0x0C0

0

0x0C4 Shield Size
The size of the character's shield bubble when it is at full strength.
0

0x0C8 Shield Break Bounce Velocity
The Velocity at which the character bounces upwards upon having their shield broken.
0

0x0CC

0

0x0D0

0

0x0D4

0

0x0D8

0

0x0DC

0

0x0E0

0

0x0E4

0

*0x0E8

1

*0x0EC

1

*0x0F0

1

0x0F4

0

0x0F8 Edge Jump V Velocity
The starting vertical velocity obtained from an Edge Jump.
0

0x0FC Edge Jump H Velocity
The starting horazontal velocity obtained from an Edge Jump.
0

0x100

0

0x104

0

0x108

0

0x10C

0

0x110

0

*0x114

1

0x118 Item Throw Strength
The speed at which an item is projected when thrown.
0

0x11C

0

0x120

0

0x124

0

0x128 Projectile Weapon Use Move Speed
The speed at which the character is able to move at while firing a projectile weapon.
0

0x12C Projectile Weapon Use F Dash Speed
The speed at which a character moves during a forward dash while firing a projectile weapon.
0

0x130 Projectile Weapon Use B Dash Speed
The speed at which a character moves during a backward dash while firing a projectile weapon.
0

0x134

0

0x138

0

0x13C

0

0x140

0

0x144

0

0x148

0

0x14C

0

0x150

0

*0x154

1

*0x158

1

0x15C

0

0x160

0

0x164 Walljump H Velocity
The starting horazontal velocity obtained from a Walljump.
0

0x168 Walljump V Velocity
The starting vertical velocity obtained from a Walljump.
0

0x16C

0

0x170

0

*0x174

1

0x178

0

0x17C

0

*0x180

1

*0x184

1

0x188

0

0x18C

0

0x190

0

0x194

0

0x198

0

0x19C

0

0x1A0

0

0x1A4

0

*0x1A8

1

0x1AC

0

*0x1B0

1

0x1B4

0

*0x1B8

1

*0x1BC

1

0x1C0

0

*0x1C4

1

0x1C8

0

*0x1CC

1

*0x1D0

1

*0x1D4

1

*0x1D8

1

0x1DC

0

*0x1E0

1

0x1E4

0

0x1E8

0

0x1EC

0

0x1F0

0

0x1F4

0

0x1F8

0

0x1FC

0

0x200

0

0x204

0

0x208

0

0x20C

0

0x210

0

0x214

0

0x218

0

0x21C

0

*0x220

1

0x224

0

0x228

0

0x22C

0

0x230

0

*0x234

1

0x238

0

0x23C

0

0x240

0

0x244

0

0x248

0

0x24C

0

0x250

0

0x254

0

0x258

0

0x25C

0

0x260

0

0x264

0

0x268

0

0x26C

0

0x270

0

0x274

0

0x278

0

0x27C

0

0x280

0

0x284

0

0x288

0

*0x28C

1

*0x290

1

*0x294

1

0x298

0

*0x29C

1

0x2A0

0

0x2A4

0

0x2A8

0

0x2AC

0

0x2B0

0

0x2B4

0

0x2B8

0

0x2BC

0

*0x2C0

1

*0x2C4

1

*0x2C8

1

*0x2CC

1

*0x2D0

1

*0x2D4

1

*0x2D8

1

*0x2DC

1

*0x2E0

1
Edit: NVM.

http://spreadsheets.google.com/ccc?key=teHQICDh3q_bLbhDAibuwTg
It's over here.
 

SonicTheHedgehog02

Smash Journeyman
Joined
Apr 25, 2010
Messages
486
Location
Massachusetts
This is my question: How do I change the speed of a thrown object? I made Mario Spawn a pokeball and throw it. But when he does, it goes REALLY fast and at an angle. Anyone know the answer?
 

toonlink4444

Smash Rookie
Joined
Apr 24, 2010
Messages
14
what button do you press if any to spawn the pokeball if it's B my guess is that it's still acting like the fireball otherwise no clue
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
Hey guys,
Umm for that last question go here: http://forums.kc-mm.com/index.php?topic=1096.0

As for me I have a question I need answered asap: does negative knockback cause a hitbox to create suction, I need a hitbox/collision that will allow me to suck things in and hold them in place it's required for my newest PSA hack Lord Starkiller's Side-B: Force Grip!!
 

[TSON]

Hella.
Joined
May 7, 2008
Messages
3,422
Location
Macomb, MI
NNID
oTSONo
there is no such thing as negative knockback. the number is in hex, and hex has no negatives.

change the angle to 180 (B4) and it will hit the foe towards your character
 

Omniscient X

Smash Journeyman
Joined
Mar 6, 2010
Messages
326
Oh nvm and no dude that's not what I meant at all I'm not trying to pull stuff I'm tyring to be able to grab everything from enemies and thrown items in the air and move them around but anyway I figured it out myself and it works completely expect to see the new WIP thread with Lord Starkiller DL soon!!! :bee:
 

NeoCulexor

Smash Rookie
Joined
Aug 8, 2010
Messages
10
Location
Zion
Is there a list of attributes so I can tell which article is which?
I'm trying to get it to where Falco can fire is laser rapid fire.
 

Higure Hokousha

Smash Rookie
Joined
Aug 6, 2009
Messages
23
I know that there is no good way to artificially turn on Final Smash, but how can I:

a)Determine if a character has the Smash Ball.

and

b)Change a variable and take away the Smash Ball.

Any help would be appreciated greatly.

P.S. Is there a decent place to ask about PSA nowadays? I thought it was on Paprika Killer's thread, but that's been dead for months.
 

SmashAttackx

Smash Cadet
Joined
Nov 26, 2010
Messages
28
try putting this on a taunt:
Consume Item: 0-37, (or maybe pickup item)
and on another taunt:
Drop Item: 0-37,

just a guess
 
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