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Troll
Joined: Nov 2008

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The Complete PSA Guide, and AiB's Current/Released Projects
The official guide on PSA Thanks to Paprika Killer from SWF for the guide This will be the big guide with all you need to know about PSA. Currently it will be rather small, since I only messed with the program for an hour or so, but in the end this guide will contain everything in an easy to understand fashion. DOWNLOAD AND INSTALL First you will need the actual program: http://www.megaupload.com/?d=0U7SF2SJ then, download and extract the files to a place you can remember. http://www.mediafire.com/file/ttdzjrlj1rz This contains the actual data files of the characters. With that out of the way, doubleclick the .exe file and you should be good. FPV/Hex converter THE INTERFACE When you start up, you will be presented with this interface:
Before you get confused, don't worry. Each part will have it's own entry below. To open a file just click "file -> open" and navigate to the data folder (which is where you should have left the files.) the files you need are called Fit[name].pac with [name being the proper character's name. Saving goes the same way, but be warned. NEVER EVER save over the original files, because that mean you have to redownload that file. Just name it FitMarioTest or something. Time to move on to the actuall cool stuff. ATTRIBUTES the attributes tab looks somewhat like this:
What you see here are some attributes of the character, with a value after it. The values are called Floating-Point values (I will say FP from now on), FPs are a certain way values are represented, and this mean you need to convert them with this The first 2 link there are used to convert back and forth between decimal and FP. To edit a specific attribute, select it and type the new value in the box next to "value". There isn't much to say about attributes, since ity comes down to tweaking values. Experiment. ACTION EVENTS This is both the interesting are hard to understand tab.
It is subdivided in 3 other tabs "Specials", "Sub Actions" and "Sub Routines" SPECIALS In the "action" dropdown list, you can see certain numbers. each number represents a certain action. For every character the following applies: 112 Neutral Special 113 Side Special 114 Up Special 115 Down Special 116 Final Smash The numbwers after this are character dependant, and often are followups for the specials. (This means for example that the cooldown of a special can have number 118) The bigger window shows the structure of the move, and also what sub-actions are tied to it (see below). This for example determines if a special ends in fallspecial if it ends, and how it reacts on starting/ending in either the ait or on the ground. This also explains the reason why this only allows to modify specials. (for those who wondered) Normal actions work the same for every character, and are thus not to be modified for individual characters. They are for the same reason not in the data file, so even if the program allowed to edit them it couldn't. For now I can't go in specifics here, since I need more time to experiment with it, and this is one of the more complicated parts of the program. SUB ACTIONS This is what the screen looks like
If the Specials tab defined structure, the Sub Actions tab defined details. Both normal and Special IDs refer to Sub-Actions to actually make things happen. When a Sub Action is called (or triggered), it will go by each of the listed commands in a linear way. all commands can be modified at will, and commands can be removed and added. Keep in mind though that the total number of lines of a Sub Action should not exceed it's original amount. Adding Commands Click "add", select the "nop: " you just created. Select modify. In the upper right, click "change". Pick the correct action. Set parameters as needed. Changing Animations Yes it is possible. To change animations do the following. look up 2 animations we call them A and B. we will give A the animation of B. Find the Animation name of B and copy this to the name area of A. also make the "animation flags (big button below name space) the same. To actually make A the sam as B, not just the anymation, use the copy/paste buttons in the lower right of the screen to copy the commands of B over to A. COMMANDS & PARAMETERS I will go by the more generic commands here, some of which contain extra parameters. Timer: time=XXXXXX intervals this pauses the command cycle for X clock cycles. Basically keeps the command line waiting for a while. This is a very powerfull command, since it controls timing (often called framespeed) of everything. I currently don't know how much clockcycles equal 1 frame, but I'm sure you can find that out by some testing. Body Collision: This sets how the character's own hitboxes act. 00 = normal, 01 = invincible, 02 = intangible. (some more but those are variations of 02) -normal is how the character normally acts, meaning taking a hit when someone hits him -invincible is not actual invincible, you take hits as normal, but recieve 0 damage. -intangible is true invincibility, no taking hits nor damage. keep in mind that the character will stay in the specified state until explicitly set to another, so don't forget to reset afterward. (Special) Offensive collision: This creates a hitbox (collision bubble) with specified parameters, the difference between normal and Special is still unknown. The parameters are: -bone: what part of the characters body the relative position of the hitbox should be tied to. If for example you tied the hitbox to a sword, it woudl follow it's track during it's swing. -ID: this is which ID number the actual hitbox is referred to, it need to be unique at any point for each character. in practise you can just leave these numbers. -Damage: Kind of straightforward, how much this hitbox does upon connection. -Trajectory: This is in other places referred to as angle. It determines at which trajectory/angle the hit will send the opponent. -Base Knockback. the base amount of knockback the hitbox gives. -Knockback Growth. By how much the knockback scales with damage. -Size. How large the hitbox bubble is. -Z offset. how the hitbox is moved in the Z plane compared to the bone the bubble it is set to. This is however not relevant since Brawl is played in the 2D plane. -Y offset. see Z offset, in this case the Y plane, or vertical. -X offset. See Z offset, in this case the X plane, or horizontal. -Z, Y, X rotation. The reason I listed all these together since they are all useless. They rotate the hitbox bubbles, but since there are perferct circles they don't do anything. -Flags. These set specific effects such as hit effects and others. I haven't indexed the hit effects yet, be a bit patient. (or mess with flag values yourself) (yay for too much parameters) Terminate Collisions: No parameters needed. This removes all created hitboxes tied to this character. Important to not forget this command. Allow Interrupt: Basically is IASA. as soon as this command is triggered, you can interrupt the current action with any other. These are the most important commands you'll encounter. Sub Routines These are short lists of commands that are referred to (triggered) by the Sub Actions. they use the same commands but are not editable. FOr now not much is known about this, but since you can't edit it it doesn't matter for now. Ok, that's it for now, comment and suggestions are welcome
Last edited by Steve Aoki, 7:05 PM on Aug 04, 2009
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