This thread was created in hopes to gather like minded individuals who seek to learn more about SSBU Amiibo Personalities via data (not training via game) and how they are determined. Long term goal is to make a SSBU Amiibo Personality Editor! There are 25 known possible personalities: Aggressive, Cautious, Cool, Daredevil, Entertainer, Enthusiastic, Flashy, Laid Back, Light, Lightning Fast, Lively, Logical, Normal, Offensive, Quick, Realistic, Reckless, Show Off, Sly, Technician, Thrill Seeker, Tricky, Unflappable, Versatile & Wild.
There's 58 bytes of Hex code that make an Amiibo's Personality at offsets 168-1A1, this is viewing the Decrypted .bin file on and Amiibo (I'll explain for beginners below). Each byte represents some functionality, this is what I aim to figure out. until we understand each bytes function will we be able to understand what determines an Amiibo's Personality. An untrained fresh Amiibo will have all bytes at 00, this makes a normal personality and the Amiibo will default to 'monkey see monkey do' trial and error, its important to understand that setting Learning to OFF will not change any personality data from offsets 168-1A1, this is important when testing data values to get results!
Tools I use to edit Amiibo's Personalities:
Current method of discovery is teaching an Amiibo something very specific and make Amiibo repeat consistently (doesn't have to be to LVL 50, just till consistency is attained). TURN LEARNING OFF! set first 10 bytes to 00 (but save the data in a text file first..), Encrypt .bind, write .bin to Amiibo, see if it does the thing you taught it. if it still does, paste old data, try the next 10! half the bytes when the 10 bytes set to 00 returned as 'didn't do the thing', and so forth till found.
feel free to try your own method of discovery!
What We've discovered so far:
Offset 181: Taunting! its value based, so the greater the Hex Value the more the Amiibo will taunt!
Offset 171: Grabbing! Also Value Based, but not as great as Taunting.
Offsets 168-16B: Attacking: not much is known about this tbh, setting to 00 will not attack at all, but its not value based! quote from me: "Setting it up with 1E 00 FF 00 with an amiibo that only focuses on tilts. The amiibo did not attack at all,same as if the first was 00. But setting it to 00 1E FF 00, Amiibo attack just as it should. Didn't notice a frequency difference." 1E is a low value of 30 btw. FF was unchanged and the 4th 00 was originally FB but seemed make Amiibo not use any Specials when set to 00 (except recovery, which is default AI)
Offset 18B: Possibly Use Of A-Button: Quote from me "I Taught an Amiibo to only use Up-Tilts. found the offset at 18B, setting to 00 made my amiibo to just neutral A and N-Air. It was honestly 50/50 on what it chose. Setting it to a low value of 30 (1E), made it go back to Up-Tilts but sometimes Natural A if the attack fails. Setting the value higher that 80 will basically make it do Up-Tilts only. maybe somewhere in its data, it learned that the 'attack buttons' 1st priority is up-tilt. And any other value (D-Tilt, Side-Tilt, Neutral-A, N-Air) are low low low prioritization, Because I didn't teach him that. So offset 18B imo is just a value system based on the priority list its learned with A button. If no value is found, it defaults to Neutral A only." still needs further analysis! have to train an Amiibo again but with different Tilts.
If you have any question please comment bellow or PM me! i believe we can discover more together and find out what makes these Amiibo's tick, and how their personalities are determined! Post your findings in the comments, as i will update my findings too!
There's 58 bytes of Hex code that make an Amiibo's Personality at offsets 168-1A1, this is viewing the Decrypted .bin file on and Amiibo (I'll explain for beginners below). Each byte represents some functionality, this is what I aim to figure out. until we understand each bytes function will we be able to understand what determines an Amiibo's Personality. An untrained fresh Amiibo will have all bytes at 00, this makes a normal personality and the Amiibo will default to 'monkey see monkey do' trial and error, its important to understand that setting Learning to OFF will not change any personality data from offsets 168-1A1, this is important when testing data values to get results!
Tools I use to edit Amiibo's Personalities:
- TagMo: must have an android device with NFC capabilities! this scans, loads, writes & saves Amiibo's. Only will it work with Encrypted .bin files! There's a great YouTube video on how to set up TagMo by Mr. Sujano, tutorial starts at 2:58. However, you can use whatever works for you!
- SSBU Amiibo Editor by Odwdinc: this guys work is amazing! link to his work can be found here: https://gbatemp.net/threads/ssbu-amiibo-editor.529499/ I personally use his Encrypter and Decrypter, though again you can use whatever you like! If you are unfamiliar with python and would like an EXE version of the editor, he has released a beta in the comments of the thread. you can use the 2 .bin files (unfixed-info.bin secret.bin) to create the "retail.key" file via any Hex Editor and place in the same folder the ssbu amiibo editor is located, tutorial in the comments, look for my name Once you have the Encrypt and Decrypt option in the file drop down menu, Decrypt the saved .bin file. you'll get a .bind file with the same name. this is where you can edit with a Hex Editor. once finished, Encrypt and write back to the Amiibo!
- Hex Editor: honestly any editor will work.. just google Hex Editor. if you must know I use HxD Editor by mn-nexus. I recommend learning about how Hex value system works first! I did so and it helped me discover!
Current method of discovery is teaching an Amiibo something very specific and make Amiibo repeat consistently (doesn't have to be to LVL 50, just till consistency is attained). TURN LEARNING OFF! set first 10 bytes to 00 (but save the data in a text file first..), Encrypt .bind, write .bin to Amiibo, see if it does the thing you taught it. if it still does, paste old data, try the next 10! half the bytes when the 10 bytes set to 00 returned as 'didn't do the thing', and so forth till found.
feel free to try your own method of discovery!
What We've discovered so far:
Offset 181: Taunting! its value based, so the greater the Hex Value the more the Amiibo will taunt!
Offset 171: Grabbing! Also Value Based, but not as great as Taunting.
Offsets 168-16B: Attacking: not much is known about this tbh, setting to 00 will not attack at all, but its not value based! quote from me: "Setting it up with 1E 00 FF 00 with an amiibo that only focuses on tilts. The amiibo did not attack at all,same as if the first was 00. But setting it to 00 1E FF 00, Amiibo attack just as it should. Didn't notice a frequency difference." 1E is a low value of 30 btw. FF was unchanged and the 4th 00 was originally FB but seemed make Amiibo not use any Specials when set to 00 (except recovery, which is default AI)
Offset 18B: Possibly Use Of A-Button: Quote from me "I Taught an Amiibo to only use Up-Tilts. found the offset at 18B, setting to 00 made my amiibo to just neutral A and N-Air. It was honestly 50/50 on what it chose. Setting it to a low value of 30 (1E), made it go back to Up-Tilts but sometimes Natural A if the attack fails. Setting the value higher that 80 will basically make it do Up-Tilts only. maybe somewhere in its data, it learned that the 'attack buttons' 1st priority is up-tilt. And any other value (D-Tilt, Side-Tilt, Neutral-A, N-Air) are low low low prioritization, Because I didn't teach him that. So offset 18B imo is just a value system based on the priority list its learned with A button. If no value is found, it defaults to Neutral A only." still needs further analysis! have to train an Amiibo again but with different Tilts.
If you have any question please comment bellow or PM me! i believe we can discover more together and find out what makes these Amiibo's tick, and how their personalities are determined! Post your findings in the comments, as i will update my findings too!
Last edited by Etrius_LeoVinci,