Articles (Brawl)
Contents
- 1 Introduction
- 2 Smasher Articles
- 2.1 Bowser
- 2.2 Charizard
- 2.3 Captain Falcon
- 2.4 Diddy Kong
- 2.5 Donkey Kong
- 2.6 Falco
- 2.7 Fox
- 2.8 Ganondorf
- 2.9 Game & Watch
- 2.10 Giga Bowser
- 2.11 Ice Climbers
- 2.12 Ike
- 2.13 Ivysaur
- 2.14 Jigglypuff
- 2.15 King Dedede
- 2.16 Kirby
- 2.17 Link
- 2.18 Lucario
- 2.19 Lucas
- 2.20 Luigi
- 2.21 Mario
- 2.22 Marth
- 2.23 Meta Knight
- 2.24 Ness
- 2.25 Olimar
- 2.26 Peach
- 2.27 Pikachu
- 2.28 Pit
- 2.29 R.O.B.
- 2.30 Samus
- 2.31 Shiek
- 2.32 Snake
- 2.33 Sonic
- 2.34 Squirtle
- 2.35 Toon Link
- 2.36 Wario
- 2.37 Wario-Man
- 2.38 Wolf
- 2.39 Yoshi
- 2.40 Zelda
- 2.41 Zero Suit Samus
- 3 References
Introduction
Articles are detachable objects, sometimes referred to as props or projectiles. They have their own sets of variables, attributes, and are controlled primarily by Article Floating Points.
The data below details the numerical IDs of articles, used in commands such as Generate Article (10000100) and Article Visibility (10050200).
Note that Final Smash-based articles will generally crash the game if said Final Smash has not been loaded. If they don't crash the game, they will likely lack pieces, such as being invisible. This is because the External Graphics and/or the model for the final smash is located in FitCharacterFinal.pac, which is only loaded in Final Smash Aura mode.
More information from vBrawl's default articles, including offsets and pointer locations, can be found in Dantarion's article data dump: http://opensa.dantarion.com/tmp/. Some articles are articles of articles (sub-articles); they can only be called by their parent article. For example, when Mario himself calls article 0 he will normally produce his Cape, but when FLUDD calls article 0, it will produce a water blob.
Likewise, articles have their own actions and subactions: a character's subaction 0x1 is always Wait2 (their second "standing idle" animation), while a projectile article's subaction 0x1 is often what the projectile does when it hits an opponent/wall or reaches end-of-life (e.g. Yoshi's thrown Eggs will create a large explosion hitbox, Samus's Homing Missile just makes a graphical effect). Many article lifespans are counted down in a concurrent infinite loop that calls the article's subaction 0x1 on termination.
BE WARNED: the info dump mislabels these Concurrent Infinite Loops as "Animation Command-00". For example in samus.txt's Homing Missiles (Article 3@1FDBC), the second command of Action 0x1 is labeled !Animation Command-00! 0D000200 - 0x4, @19C74; that should instead be Concurrent Infinite Loop 0D000200: threadID?=0x4, offset=@19C74.
Smasher Articles
Bowser
OpenSA ID | Parent | Call ID | Article | Notes |
---|---|---|---|---|
0 | 0 | Fire Breath | Does nothing when called out of order? |
Charizard
OpenSA ID | Parent | Call ID | Article | Notes |
---|---|---|---|---|
? | 0 | Flame (Flamethrower) | ||
? | 1 | Rock (Rock Smash) |
Captain Falcon
NONE
Diddy Kong
OpenSA ID | Parent | Call ID | Article | Notes |
---|---|---|---|---|
0 | 0 | Popgun | Manipulating RA-Bit[16] and RA-Bit[17] changes which hand the popgun is held in. | |
1 | 1 | Peanut (Rocketbarrel Barrage) | ||
2 | 2 | Rocketbarrels (knocked off) | ||
3 | 3 | Explosion (end of Rocketbarrel Barrage) | ||
4 | 4 | Barrel (entry) |
Donkey Kong
OpenSA ID | Parent | Call ID | Article | Notes |
---|---|---|---|---|
0 | 0 | Bongos | ||
1 | 1 | Sound wave | ||
2 | 2 | Barrel (entry) |
Falco
01 Blaster Shot
00 Gun
03 CRASHES GAME
04 ?
05 ?
Fox
01 Blaster Shot
00 Gun
02 Fox Illusion (Left/Right B)
03 Landmaster(Crashes Game when not in FS mode)
Ganondorf
00 CRASHES GAME
01 CRASHES GAME
06 Sword (Unconfirmed)
Game & Watch
includes A LOT of stuff. I think that the object depends on what value Basic Variable 69 has.
00 Pump
01 Manhole
02 Torch
03 Fish bowl w/ fish
04 Trumpet
05 Turtle
06 Turtle, Trumpet, and a lot of other stuff.
Giga Bowser
OpenSA ID | Parent | Call ID | Article | Notes |
---|---|---|---|---|
0 | 0 | Fire Breath | Does nothing when called out of order? |
Ice Climbers
00 Icy Wind (B DOWN)
01 Ice (B)
02 Giant Final Smash Icicle (CRASHES GAME)
03 Rope (UP B)
Ike
00 Sword (UP B)
01 A Sword? Doesn't do anything
02 A Sword? Doesn't do anything
Ivysaur
Corrupt .pac file.
Jigglypuff
00 CRASHES GAME
King Dedede
Corrupt .pac file.
Kirby
00 Hammer (SIDE B)
01 Cutter (UP B)
03 Stone (DOWN B)
05/06/07/08 Cook Kirby CRASHES GAME
D Suction (B)
E Star (B, spit out instead of swallowed)
Link
OpenSA ID | Parent | Call ID | Article | Notes |
---|---|---|---|---|
0 | 2 | Boomerang | ||
1 | 1 | Bow | ||
2 | 0 | Arrow | ||
3 | 3/4? | Clawshot base? | ||
4 | 3/4? | Clawshot chain? | ||
5 | 3/4? | Clawshot claw? | ||
6 | 5 | Fairy | Sticks in Link's hand until side taunt is used |
Lucario
00 Aura Sphere (B)
01 Force Palm (B Over)
Lucas
00 Pk Freeze
01 Pk Fire
02 Pk Thunder (IF USED TWICE THE GAME WILL CRASH, DO NOT USE THIS)
03 PK Starstorm(Not visible)
04 Snake
Luigi
OpenSA ID | Parent | Call ID | Article | Notes |
---|---|---|---|---|
0 | 0 | Fireball | ||
1 | 1 | Negative Zone | Crashes game when FS not loaded |
Mario
OpenSA ID | Parent | Call ID | Article | Notes |
---|---|---|---|---|
0 | 0 | Cape | ||
1 | 1 | Fireball | ||
2 | 2 | FLUDD | ||
3 | FLUDD | 0 | Water blob | |
4 | 3 | Mario Finale | Crashes game when FS not loaded | |
5 | 4 | Pipe (entry) |
Marth
NONE
Meta Knight
NONE
Ness
00 Pk Flash
01 Pk Fire
02 Pk Thunder (IF USED TWICE THE GAME WILL CRASH, DO NOT USE THIS)
03 PK Starstorm(Not Visible)
04 Yo Yo String
05 Yo Yo
Olimar
00 Pikmin (THE GAME WILL PROBABLY CRASH IF YOU GET MORE THAN 6)
01 CRASHES GAME
Peach
OpenSA ID | Parent | Call ID | Article | Notes |
---|---|---|---|---|
0 | 0 | Umbrella | ||
1 | 1 | Toad | ||
2 | Toad | 0 | Spore shot | |
3 | ? | Heart cloud? | Contains subactions of EntryL and EntryR |
Pikachu
00 Thunderbolt
01 Thunder (B DOWN)
02 Final Smash Aura WARNING, The screen will shake around and this is irreversible until pikachu dies.
Pit
00 Bow
01 Arrow
02 CRASHES GAME
R.O.B.
00 Gyro Stand
01 Laser Shot (LEFT/RIGHT B)
02 Gyro
03 FINAL SMASH
Samus
00 Power Shot (B) (Just stays on your gun barrel, I don't see the point...?)
01 Bomb (DOWN B) GAME CRASHES WHEN SPAMMING A BUNCH OF THESE, DO NOT USE THESE!
02 Missle (SIDE B) Sticks to your barrel FOREVER, even if you die, prevents you from using side b.
Shiek
00 Needles (B)
01 Needles in hand
02 Chain (Grab, comes out as a big sword)
03 Smoke (Before and After Up-B)
04 FS Bow (Freezes w/o FS)
05 FS Arrow (Freezes w/o FS)
Snake
00 Land Mine (Down Smash)
01 Missle Silo Thing (Up Smash)
02 Rocket Launcher (Side Smash)
03 Cypher
04 C4
05 C4 Detonator
06 Remote Control Missle (Side B)
07 Nikita
A Missle Launcher (Final Smash)
B Missle Shot (Final Smash)
D Grenade
Sonic
00 Spring
01 Super Sonic(CRASHES GAME when not in FS mode)
Squirtle
Corrupt .pac file.
Toon Link
00 Arrow
01 Bow
02 Boomerang
03 Wand (taunt)
04/05 Hookshot
06 Bomb
Wario
OpenSA ID | Parent | Call ID | Article | Notes |
---|---|---|---|---|
0 | 0 | Bike | If one called out of order exists, using the move will crash the game. | |
1 | 1 | Garlic | Crashes game when FS not loaded | |
2 | ? | Entry explosion? | Contains subactions of EntryL and EntryR |
Wario-Man
OpenSA ID | Parent | Call ID | Article | Notes |
---|---|---|---|---|
0 | 0 | Bike | If one called out of order exists, using the move will crash the game. |
Wolf
01 Blaster Shot
00 Gun
03 Landmaster(Crashes game when not in FS mode)
Yoshi
OpenSA ID | Parent | Call ID | Article | Notes |
---|---|---|---|---|
0 | 0 | Ground Pound star | ||
1 | 1 | Egg (tossed) | ||
2 | 2 | Wings (Super Dragon) | Doesn't go away until FS is used properly | |
3 | 3 | Fire breath (Super Dragon) | Invisible | |
4 | 4 | Fireball (Super Dragon) | Invisible |
Zelda
00 Fireball (LEFT/RIGHT B)
01 CRASHES GAME
02 CRASHES GAME
03 Bow
Zero Suit Samus
01 Stun Shot (B)
02 Whip (looks like a lightsaber)
03 CRASHES GAME