User talk:Zeckemyro
Hi there![edit]
Welcome to our wiki, and thank you for your contributions! There's a lot to do around here, so I hope you'll stay with us and make many more improvements.
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I'm really happy to have you here, and look forward to working with you!
Impressive work on the mass uploads, by the way! --Penro 20:18, 5 December 2017 (EST)
Requesting a certain gif[edit]
I'm trying to do the move page for Marth's default down special, Counter. I was referred to you to ask for the gif to put on the page, one like this ZombieZlayer (talk) 01:04, 14 January 2018 (EST)
Reminder[edit]
This isn't really a problem right now, but I shall remind you that you should use the "show preview" button located next to the "save page" button to keep track of your edits. Thanks! St. Reggie, the Iron Leprachaun Warrior 00:47, 3 March 2018 (EST)
Hitbox gifs?[edit]
So Cookies and Creme has led me here. I want to help upload gifs of hitboxes, so how do you do it? SonDaniel (talk page) 18:32, April 10, 2020 (EDT)
- What files need to be uploaded that aren't already up on the wiki? Hitbox Enthusiast Zeck (talk) 00:09, April 11, 2020 (EDT)
- Not Daniel, but a lot of the ledge and floor attack hitboxes are missing for Ultimate. Disaster Flare (talk) 00:12, April 11, 2020 (EDT)
- Yes, I didn't do them alongside more useful moves. The main deal with getup attacks to me how generic they are. They're extremely simple and have universal interruptibility. I usually only did them on request. If someone wants me to do them all I'm more than happy to. Add me on Discord (Zeckemyro#9776) and we can go through every character in order. Hitbox Enthusiast Zeck (talk) 00:21, April 11, 2020 (EDT)
- I'll likely be contacting you about it in the near future. The wiki needs them so my intention is to get them at some point in the near future. Focused on other things at the moment so it won't be a tonight thing, but still. Disaster Flare (talk) 00:24, April 11, 2020 (EDT)
- Thanks so much, Zeckemyro! I have requests on hitbox gifs below. Please take your time to upload them.
- I'll likely be contacting you about it in the near future. The wiki needs them so my intention is to get them at some point in the near future. Focused on other things at the moment so it won't be a tonight thing, but still. Disaster Flare (talk) 00:24, April 11, 2020 (EDT)
- Yes, I didn't do them alongside more useful moves. The main deal with getup attacks to me how generic they are. They're extremely simple and have universal interruptibility. I usually only did them on request. If someone wants me to do them all I'm more than happy to. Add me on Discord (Zeckemyro#9776) and we can go through every character in order. Hitbox Enthusiast Zeck (talk) 00:21, April 11, 2020 (EDT)
- Not Daniel, but a lot of the ledge and floor attack hitboxes are missing for Ultimate. Disaster Flare (talk) 00:12, April 11, 2020 (EDT)
Mario (SSBU); neutral and down specials. All getup attacks. Ledge attack. Squirtle (SSBB); neutral attack. All tilts. All aerials. Grab. Pummel.
- No rush, just wanna give you request! Thanks! SonDaniel (talk page) 01:44, April 11, 2020 (EDT)
- I can't do SSBB hitboxes unfortunately. I just don't have enough resources to do so. As for SSBU stuff, you can contact me via Discord whenever you want. Hitbox Enthusiast Zeck (talk) 01:47, April 11, 2020 (EDT)
- No rush, just wanna give you request! Thanks! SonDaniel (talk page) 01:44, April 11, 2020 (EDT)
Indent restarted. Sorry, but I don’t use discord. Luckily, we could use our talk pages. SonDaniel (talk page) 13:55, April 11, 2020 (EDT)
- I made and uploaded Mario's getup attacks. Hitbox Enthusiast Zeck (talk) 15:55, April 11, 2020 (EDT)
- Great! Try Final Smashes too if it’s not too hard. Also, try uploading Mario’s neutral and down specials, then we can call his hitbox page complete! SonDaniel (talk page) 16:46, April 11, 2020 (EDT)
- Here's the issue. Mario's neutral special, down special and Final Smash are all projectiles. Final smash in particular is impossible to visualize accurately. I can actually make still visuals of Mario's Fireball and F.L.U.D.D. water next to him simply to compare size. Due to the complexity of their parameters, I can't actually animate them since projectiles have to be done manually, frame by frame. Hitbox Enthusiast Zeck (talk) 17:16, April 11, 2020 (EDT)
- I understand. For now, do what you think is feasible for yourself. SonDaniel (talk page) 17:55, April 11, 2020 (EDT)
- There we are. This is the best I can do with the resources I have. Hitbox Enthusiast Zeck (talk) 18:33, April 11, 2020 (EDT)
- Okay then. Do you know anybody who has resources to do projectile hitbox gifs? SonDaniel (talk page) 20:01, April 11, 2020 (EDT)
- I am the only one capable of doing so. The issue is that Fireballs and FLUDD's water don't have proper models. They use special effects. The thing is that those moves have complicated movement patterns that makes them pretty much impossible to visualize properly. Fireball alone needs to account for gravity, bouncing off the ground, losing height for every bounce and all of that. Doing 70 frames manually by hand would be WAY too tedious and honestly not that useful in the long run especially when you consider the fireball interacts differently with the ground depending at what height it makes contact with it. Hitbox Enthusiast Zeck (talk) 20:10, April 11, 2020 (EDT)
- Okay then. Do you know anybody who has resources to do projectile hitbox gifs? SonDaniel (talk page) 20:01, April 11, 2020 (EDT)
- There we are. This is the best I can do with the resources I have. Hitbox Enthusiast Zeck (talk) 18:33, April 11, 2020 (EDT)
- I understand. For now, do what you think is feasible for yourself. SonDaniel (talk page) 17:55, April 11, 2020 (EDT)
- Here's the issue. Mario's neutral special, down special and Final Smash are all projectiles. Final smash in particular is impossible to visualize accurately. I can actually make still visuals of Mario's Fireball and F.L.U.D.D. water next to him simply to compare size. Due to the complexity of their parameters, I can't actually animate them since projectiles have to be done manually, frame by frame. Hitbox Enthusiast Zeck (talk) 17:16, April 11, 2020 (EDT)
- Great! Try Final Smashes too if it’s not too hard. Also, try uploading Mario’s neutral and down specials, then we can call his hitbox page complete! SonDaniel (talk page) 16:46, April 11, 2020 (EDT)
Good job![edit]
Thanks for all your hard work uploading hitbox gifs! I appreciate it! SonDaniel (talk page) 13:37, April 15, 2020 (EDT)
Apology[edit]
Mr. Zeckemyro, I’m terribly, terribly, terribly sorry about the hitbox pages. I thought the gifs were enough! I’m so sorry!!! SonDaniel (talk page) 01:42, April 28, 2020 (EDT)
- Look, you were told before that it wasn't enough and it's not the first time pages you created had to be deleted. Just stop doing that and it's all fine. Also please don't start an apology with "Mr. [User]"; that sounds like you're not taking things seriously. Hitbox Enthusiast Zeck (talk) 01:49, April 28, 2020 (EDT)
Discord?[edit]
Hi, I'm interested in trying Discord. Do you prefer talking to me in voice chat, or something like text messages? Also, where do you get the scripts for the games? Thanks in advance. SonDaniel (talk page) 13:17, April 28, 2020 (EDT)
- Join the wiki's discord. You can find it on the bar to the left. Then from there you can send me direct messages. Hitbox Enthusiast Zeck (talk) 20:39, April 28, 2020 (EDT)
SSB64 hitboxes[edit]
Hey Zeck, quick question. If you couldn't find the scripts for SSB64 or Melee, then who put in the current hitboxes from those games? SonDaniel (talk page) 14:58, May 4, 2020 (EDT)
- I don't know, look at who uploaded those files. Me being unable to find the files doesn't mean nobody can. Hitbox Enthusiast Zeck (talk) 18:21, May 4, 2020 (EDT)
- So I looked at who uploaded the hitbox files. Scr7 (talk•contribs•logs) uploaded the 64 files, while Super64 (talk•contribs•logs) uploaded files for Melee. Do you know any of those people? SonDaniel (talk page) 23:05, May 4, 2020 (EDT)
- I mean, do you think Scr7 or Super64 are currently active? I could ask them where they got the scripts. SonDaniel (talk page) 23:08, May 4, 2020 (EDT)
- Super64 is definitely active. They made pages for Melee and Brawl recently. Don't know about the other, though. Hitbox Enthusiast Zeck (talk) 23:13, May 4, 2020 (EDT)
Byleth's Down-B Hitbox.[edit]
Hi Zeckemyro, I watched this video called "Every Character's WORST move! part 3/3 - Super Smash Bros. Ultimate" by PJiggles. When Byleth comes onto the spotlight at around 28 minutes and 28 seconds, his worst move is Down-B and the text on the top left corner says hitbox may be innacurate. My question is is this the most accurate hitbox image or is the hitbox image correct? S3AHAWK said ketchup won 15:15, June 2, 2020 (EDT)
- When I made the visual, I had doubts about its accuracy because of badly gathered data from other sources. Most of them misreported the active frames. However, the visual I made is the real deal. The video was made before I had the information changed on UFD, where PJiggles took the hitboxes from. The Aymr visual is correct. Hitbox Enthusiast Zeck (talk) 16:10, June 2, 2020 (EDT)
- Awesome, thanks for your help.S3AHAWK said ketchup won 16:23, June 2, 2020 (EDT)
Greninja[edit]
I think you got Greninja's floor attacks animations mixed up. Raul Retana (talk) 11:04, July 22, 2020 (EDT)
- You're right, I didn't notice at all. Hitbox Enthusiast Zeck (talk) 11:58, July 22, 2020 (EDT)
- Also, I think you might need to redo Ness' down smash's visual. Turns out there's one more hitbox (it's the 90º one). I haven't touched the timing but I assume it's also wrong Raul Retana (talk) 17:53, July 22, 2020 (EDT)
- Actually that hitbox never happens. The 90° hitbox is deleted on the frame it's supposed to happen. The attack_module_clear_all command runs AFTER the hitbox, which deletes it immediately. Trust me I double checked on that. Hitbox Enthusiast Zeck (talk) 20:52, July 22, 2020 (EDT)
- Ok, thanks for clarifying. I wonder what it would've done if it didn't get deleted. Raul Retana (talk) 06:12, July 23, 2020 (EDT)
- Likely just an extra hit. Hitbox Enthusiast Zeck (talk) 15:27, July 23, 2020 (EDT)
- Ok, thanks for clarifying. I wonder what it would've done if it didn't get deleted. Raul Retana (talk) 06:12, July 23, 2020 (EDT)
- Actually that hitbox never happens. The 90° hitbox is deleted on the frame it's supposed to happen. The attack_module_clear_all command runs AFTER the hitbox, which deletes it immediately. Trust me I double checked on that. Hitbox Enthusiast Zeck (talk) 20:52, July 22, 2020 (EDT)
- Also, I think you might need to redo Ness' down smash's visual. Turns out there's one more hitbox (it's the 90º one). I haven't touched the timing but I assume it's also wrong Raul Retana (talk) 17:53, July 22, 2020 (EDT)
Plasma Breath[edit]
I checked the ridley weak point thing, and yh I was wrong, but it is used by kraid and crocomire, plus a recurring theme in other games. If I reword it so as not to state ridley himself has that same weakness in super metroid, would it be ok to add? Pallukun (talk) 14:50, August 17, 2020 (EDT)
- The reference is clearly taken from the Prime series. I don't think one major non-Ridley boss and a mini-boss having that as a weak point in Super Metroid is enough to warrant a listing on Plasma Breath.
This[edit]
I apologize if I sounded demanding, just thought it'd be better if the visualizations were consistent with their listed duration. Unless you have any objections, I'd still like to tag other gifs with incorrectly listed durations if the difference is significant. DrakRoar the game design dragon 18:32, July 7, 2021 (EDT)
- I am not rerecording for a site which doesn't feature frame-by-frame of said gifs. It's a waste of my time and I would appreciate if you didn't tag any gif with a "low quality" tag. Hitbox Enthusiast Zeck (talk) 18:52, July 7, 2021 (EDT)
- Nobody said you had to do it, doesn't mean someone else willing to get the complete gif shouldn't be able to more easily find an incomplete gif here through the low quality category, don't remove the tag for an incomplete gif again. Omega Tyrant 19:04, July 7, 2021 (EDT)
- Fine I'll change it. Mostly because I'm the only one to record gifs this way. It's better to keep the wiki consistent after all.Hitbox Enthusiast Zeck (talk) 19:06, July 7, 2021 (EDT)
- If other gifs need rerecording, please notify me here (or through Discord DMs @Zeckemyro#9776) instead of adding a tag. I'm the only person to do hitboxes for Smash 4 and Ultimate. Hitbox Enthusiast Zeck (talk) 19:13, July 7, 2021 (EDT)
- If other people also happen to know how to do it, then just let them be tagged. That way they can easily find the ones that are incomplete and fix it themselves. Omega Toad, the Toad Warrior. (I'm the best!) 19:17, July 7, 2021 (EDT)
- Yes I know not to remove tags unless I fix them. My point is that it's better to keep the wiki's hitbox gifs consistent and to notify me so I can make the necessary changes because I don't keep track of every tag. Hitbox Enthusiast Zeck (talk) 19:20, July 7, 2021 (EDT)
- That sounds like a simpler solution. In that case, this is what I've found so far:
- Inkling's down throw should have 6 less endlag frames.
- Lucina and Marth's back throws should have 3 less endlag frames.
- Ridley's down throw should have 3 less endlag frames.
- Sheik's down throw should be 53 frames instead of 40.
- Yoshi's down throw should have 7 less endlag frames.
- Thanks in advance. DrakRoar the game design dragon 19:37, July 7, 2021 (EDT)
- If other people also happen to know how to do it, then just let them be tagged. That way they can easily find the ones that are incomplete and fix it themselves. Omega Toad, the Toad Warrior. (I'm the best!) 19:17, July 7, 2021 (EDT)
- Nobody said you had to do it, doesn't mean someone else willing to get the complete gif shouldn't be able to more easily find an incomplete gif here through the low quality category, don't remove the tag for an incomplete gif again. Omega Tyrant 19:04, July 7, 2021 (EDT)
Intend reset. I'm in the process of updating everything but there are two issues: Sheik's DThrow is just not uploading (I get timed out) and Marth's BThrow stops uploading and tells me it's a duplicate of the file I'm trying to update despite not trying to upload a new image. I don't know why it happens nor do I know what to do about it. I'll just keep going with the rest but if you want to attempt to update those two yourself, the visuals are updated here: https://t.co/e7YgI7Fvmp?amp=1 Hitbox Enthusiast Zeck (talk) 19:56, July 7, 2021 (EDT)
There we go. All of these are updated, besides the two that the wiki isn't letting my update. Hitbox Enthusiast Zeck (talk) 20:06, July 7, 2021 (EDT)
New Ultimate Hitbox table[edit]
Hi, Zeckemyro. I got your message regarding the new Ultimate hitbox table, and while I'm not against this new change, I'm just trying help out the wiki whenever I can. Do you have something against it? Not that I'm complaining or anything. Juju1995 (talk) 21:27, January 20, 2022 (EST)
- I personally don't like the special hitbox table, especially for Ultimate, since a lot of them were made normal hitbox properties. Hitbox Enthusiast Zeck (talk) 23:44, January 20, 2022 (EST)
- Wait, were they made the default? I'm noticing a lot of pages using them now. Hitbox Enthusiast Zeck (talk) 23:55, January 20, 2022 (EST)
- Are you perhaps talking about this change? --CanvasK (talk) 01:17, January 21, 2022 (EST)
- Yes, I was. Juju1995 (talk) 01:42, January 21, 2022 (EST)
- I absolutely hate that edit because a lot of the tables are not made to fit that many columns and editing them all is a task I don't want to undergo. Not only comments, but also things like facing restrictions which need to be checked for each and every move. Hitbox Enthusiast Zeck (talk) 02:25, January 21, 2022 (EST)
- Yes, I was. Juju1995 (talk) 01:42, January 21, 2022 (EST)
- Are you perhaps talking about this change? --CanvasK (talk) 01:17, January 21, 2022 (EST)
- Wait, were they made the default? I'm noticing a lot of pages using them now. Hitbox Enthusiast Zeck (talk) 23:55, January 20, 2022 (EST)
Walk/Run FSM[edit]
Would you happen to know where to find the frame speed multipliers for a character's walk or run animation? I've been doing some testing on a character's maximum speed and found that they stop gaining speed when their animation is 5 times faster (for example Palutena's animation goes from 120 frames to 24 and Bowser 40 to 8). I haven't found anything in the Ultimate param and vl param spreadsheets other than walk_ and run_motion_rate_max which is set to 5 and nothing is sticking out in the prc or nuanmb files I have. --CanvasK (talk) 17:53, February 21, 2022 (EST)
- My best guess is that it's a linear growth of a multiplier. If you find the minimum and the increment, you should be fine. Might not even be parameters. Hitbox Enthusiast Zeck (talk) 18:47, February 21, 2022 (EST)
- I'm not sure if you understood me, so I'll try to clarify. Palutena's running animation file is 120 frames long. In game if she runs at full tilt it comes out to around 43.3 frames, which is about 2.77 times faster or an FSM of about 0.36. What I want to know is where does that 2.77 or 0.36 come from. After finding that value, getting 5 times would be trivial math. --CanvasK (talk) 07:08, February 22, 2022 (EST)
- I don't know about Palutena's specifically, but most run animations have their speed set so the characters' feet won't slide along the ground. The moves are probably programmed with a value that tells the game the run speed that would make their feet movement line up with their motion along the ground, and the game then calculates the animation speed modifier required to maintain this for whatever their current running speed is. Alex the Weeb 07:23, February 22, 2022 (EST)
- I thought I checked something like that but I guess I did it wrong or not at all, it seems that the speed itself is a form of FSM. After properly scaling the model/scene, Palu's trans bone moved about 0.75019u/f. Her in game run speed is 2.077u/f, which is about 2.7686319 times greater than 0.75019u/f, which is almost exactly the same as my tests. I did the same with Bowser and it was very close there too (a little less close but my test wasn't as rigorous as Palu). I guess that answers that question, but if I want the most accurate result I need to find where 0.75019 came from and see if Blender is truncating it. I'd probably be better off poking around the import script to see how they do it. Thanks for your time and input, both of you. --CanvasK (talk) 08:06, February 22, 2022 (EST)
- I don't know about Palutena's specifically, but most run animations have their speed set so the characters' feet won't slide along the ground. The moves are probably programmed with a value that tells the game the run speed that would make their feet movement line up with their motion along the ground, and the game then calculates the animation speed modifier required to maintain this for whatever their current running speed is. Alex the Weeb 07:23, February 22, 2022 (EST)
- I'm not sure if you understood me, so I'll try to clarify. Palutena's running animation file is 120 frames long. In game if she runs at full tilt it comes out to around 43.3 frames, which is about 2.77 times faster or an FSM of about 0.36. What I want to know is where does that 2.77 or 0.36 come from. After finding that value, getting 5 times would be trivial math. --CanvasK (talk) 07:08, February 22, 2022 (EST)
Please tell me the true gender of Piranha Plant and Whispy Woods[edit]
- Please tell me the true gender of Piranha Plant and Whispy Woods. Also, aren't you on PokemonMasterJamal3's side? Although Piranha Plant and Whispy Woods are plants. I was editing Yellow Devil and it was bad. Yellow Devil was a Genderless Robot, right? Zeckemyro, if you won't lie, then tell me the proof. To be honest, I could quit editing. Officially, we know that Mewtwo's gender is unknown.—Preceding unsigned comment added by 60.105.39.201 (talk • contribs) 07:38, August 20, 2024 (EDT)