Wind: Revision history

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July 31, 2022

  • curprev 10:3710:37, July 31, 2022CanvasK talk contribs 10,712 bytes +169 Proper magnitudes for Brawl. Surely the Fan Thing has a non-flat angle, but testing that will take a bit. Yes, I know there is a broken image. I can't do much about that undo

July 5, 2022

  • curprev 10:2710:27, July 5, 2022CanvasK talk contribs 10,543 bytes +834 Changed to strength+angle to make it easier to digest; x/y values are in hover text. These are values that can be found in the code and are not backsolved. It is more accurate to list it this way, like how listing base damage is more accurate than listing stale/1v1 damage, despite the latter being what the end user experiences undo

July 4, 2022

  • curprev 10:4110:41, July 4, 2022CanvasK talk contribsm 9,709 bytes +3 Show preview is a handy button undo
  • curprev 10:4010:40, July 4, 2022CanvasK talk contribs 9,706 bytes +958 Added Wilds 1 and the vertical room. Adjusted wording to be less ambiguous. Borboras' wind registers in the addressees I was using, should they be included (would be annoying to check if different levels have different stats)? Should probably remove Brawl Ridley from the windbox page too if wind is a completely different thing undo

July 3, 2022

  • curprev 20:5320:53, July 3, 2022CanvasK talk contribs 8,748 bytes +609 Y'know, I even told myself to check Glacial and I didn't. Good thing I found Kirby's jump counter and set damage and knockback to 0; wouldn't bother doing this if I couldn't. Also didn't have both h and v components when I did Halberd. Fortress also has a vertical component, but it is 7 decimal places and got *weaker* with difficulty, so I think that is an error/too small to note undo
  • curprev 18:2218:22, July 3, 2022Alex the weeb talk contribs 8,139 bytes +115 Kinda sorta forgot about the Glacial Peak...sorry :) . Also port and starboard are not widely remembered terms, and either way it can also be confusing when looking at the ship from a side view, so added clarification there. undo
  • curprev 18:0018:00, July 3, 2022CanvasK talk contribs 8,024 bytes +2,941 I'm glad I found a memory address that was essentially "character active hor/vert wind force". Falcon Flyer wind is weird, didn't show in that address as well as not being constant. Not dealing with the maze until later. Reordered to match the SSE article's stage table. May want to swap the line breaks with slashes... undo

July 2, 2022

  • curprev 22:3822:38, July 2, 2022CanvasK talk contribs 5,083 bytes +21 It took... way too long to get Tap to appear in 3DS and the waterfall island in both WiiU and Ult. And it felt like I had 0.5s of wiggle room to work with; Skyloft transitions way too fast. Might be up to 0.92/0.46 since the math works out to be in the same frame, but I already tested at 1/4 speed in both, 0.9/0.45 are nicer and thus more likely, and I don't want to look at Skyloft for a while undo
  • curprev 13:3113:31, July 2, 2022CanvasK talk contribs 5,062 bytes +230 That's all of the simple ones done. I have an idea for Tap, waterfall is similar but the lack of floor nor an idea on how far the wind area reaches throws a wrench in things. SSE will be done... eventually undo
  • curprev 07:0207:02, July 2, 2022CanvasK talk contribs 4,832 bytes +367 Adding strength, not done but I've had the edit box open for 4 days. Alphabetized standard stages. Some values are weird, don't know why but that is what they are (within floating-point precision). Most values found with simple distance over time or using a character with fall/walk speed to ballpark then narrow down. Fan in Ultimate used various spirits until I exhausted all options. Emulator and memory viewer also used for Pre-4. Tap and waterfall are going to be weird to test undo

June 29, 2022

  • curprev 13:3513:35, June 29, 2022Alex the weeb talk contribs 4,465 bytes +2,192 More information. Since the detection boxes for wind don't really have a name (and windboxes is taken), I've called them "wind zones". Could probably determine the strength of the wind, but it would be a pain in the ass... undo

July 24, 2019

April 20, 2019

January 27, 2019

January 16, 2019

December 29, 2018

November 14, 2018

October 23, 2018

August 31, 2018

July 11, 2018

June 24, 2018

February 9, 2018

January 27, 2018

January 10, 2018

December 17, 2017

November 8, 2017

October 8, 2017

August 22, 2017

June 9, 2017

  • curprev 04:4604:46, June 9, 2017Alex the weeb talk contribs 9,948 bytes +180 these are not windboxes. you can tell because their effect stops as soon as they disappear, but windboxes affect the opponent like knockback but without hitstun, not wearing off until a period of time depending on their strength. undo

May 5, 2017

May 3, 2017

May 2, 2017

April 28, 2017

April 18, 2017

January 4, 2017

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