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Description
Glimmer found the attack offsets and here's everything we've found.
00053370 - Sonic Attack One
000533E8 - Sonic Attack Two
00053460 - Sonic Attack Three
000534E4 - Sonic Heavy
000535D8 - Sonic Upper
00053860 - Sonic Eagle Kick Thing
000538D0 - Aerial Kick Thing
00053940 - Sonic Ground Special Ball Thing
00053A58 - Sonic Air Special Shockwave Ball Thing
00053CCC - Sonic Ball Special Part 1
00053DA0 - Sonic Ball Special Part 2
00053DE8 - Sonic Ball Special Part 3
Here's a reference image for the values we're modifying.
Original: 05 00 27 00 01 00 25 00 02 00 26 00 42 00 00 10 04 00 F0 FF 43
5337x |
Default Value | Description |
|---|---|---|
00 |
05 |
Damage |
01 |
00 |
doesn't affect anything |
02 |
27 |
|
03 |
00 |
|
04 |
01 |
Attack Type |
05 |
00 |
|
06 |
25 |
see table below |
07 |
00 |
Nulls attack if it is anything other than 00 |
08 |
02 |
Hitstun |
09 |
00 |
|
0A |
26 |
If set to 02, it plays a landing animation |
0B |
00 |
|
0C |
42 |
Frame index. 42 plays the second frame of the animation, 44 plays the fourth frame, etc. |
0D |
00 |
|
0E |
00 |
|
0F |
10 |
Position of animation? See table |
10 |
04 |
Length of the animation |
11 |
00 |
If set to anything other than 00, it freezes in the middle of the animation |
12 |
F0 |
|
13 |
FF |
|
14 |
43 |
Frame index. 42 plays the second frame of the animation, 44 plays the fourth frame, etc. |
53376 value |
Description | Gif |
|---|---|---|
25 |
Normal? | |
| anything else? | Sets the attack type of the move to the attack type you last used. | ![]() |
5337F value |
Description | Gif |
|---|---|---|
10 |
Normal | |
01 |
Flickering? | ![]() |
11 |
Shifted forward | ![]() |
12 |
Shifted downward | ![]() |
Attack Type
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