Not a stupid idea at all, it's one that'll work as soon as dt repacking is completely a thing.Of course it requires kernel. Sorry for the stupid idea then.
I'm pretty sure there has to be a way for it to check the direction of the circle bad mid-move, because you have moves like Dedede's Gordo which varies distance depending on how you orient it, Marth's sword dance, Yoshi's eggs, etc. So I'm willing to bed you'd be able to make a directional air-dodge that way.you can create a unidirectional clone of the Melee airdodge in smash 4 with a combination of code from stop-momentum-on-use moves such as dairs from zss\sheik\tink and recoil code from moves like mewtwo's shadow ball and mii gunner's fair, though only using the latter method has been tested, and combining both is something I plan to work with. It's worth bringing up that the airdodge is purely a symbolic necessity of creating a new PM, considering that we have actual shit tons of characters and stages to translate and physics modifications to make that we simply don't understand yet.
Possibly, but nobody's gone deep enough to do it yet. Will try as soon as I stop playing PM KnucklesI'm pretty sure there has to be a way for it to check the direction of the circle bad mid-move, because you have moves like Dedede's Gordo which varies distance depending on how you orient it, Marth's sword dance, Yoshi's eggs, etc. So I'm willing to bed you'd be able to make a directional air-dodge that way.
KNUCKLES IS FUNNLES!Possibly, but nobody's gone deep enough to do it yet. Will try as soon as I stop playing PM Knuckles
tip: you can probably add a new hash to the animcmd file with a hex editor - specifically the hash for landing animations out of airdodge, which i'm pretty sure is 59EF8E1A universally and would have to be 'added' to game.bin because it's only represented in the other 3 files - then throw in framespeedmultiplier of .454545454545. the result should be 10 frames of lag, melee style!
Good point. Will definitely try this out later.You would probably have to add it to motion.mtable as well, since that contains all the animation hashes that are referenced
-snip-
- where exactly does Nintendo keep the code within the game that calls for going online, connecting to x specific IP or server, etc? I know wiimmfi existed for the Wii (being someone who uses it often) - I kind of have to assume that there must be some way to alter it the same way on the 3DS or Wii U.
locator=MjAyLjIzMi4yMzkuMjU6NTAwMDA*&retry=MA**&returncd=MDAx&token=<token>&datetime=MjAxNTEyMDUyMTM1Mjg*
locator=202.232.239.25:50000&retry=0&returncd=001&token=<token>&datetime=20151205213528
locator=MjAyLjMyLjExNy4xOTc6NTUwMDA*&retry=MA**&returncd=MDAx&token=<token>&datetime=MjAxNTEyMDUyMTM1NDI*
locator=202.32.117.197:55000&retry=0&returncd=001&token=<token>&datetime=20151205213542
It's the EscapeAir section. I'm not sure where the landing lag for airdodge is though. Currently searching for that.How do I edit the air dodge properties?
It's the EscapeAir section. I'm not sure where the landing lag for airdodge is though. Currently searching for that.
I already did that I mean what file do I need to edit and where is the file located after extracting the dtls. Sorry about the confusion.You have to open up the extracted dtls files with AnimCmd. Read the previous pages if you don't know how.
