Talk:Mario (SSB4)/Forward tilt: Difference between revisions

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Looking at the code for Mario's forward tilt, I also found this data:
Looking at the code for Mario's forward tilt, I also found this data:


def expression_5B():
        def expression_5B():
AsynchronousTimer_0D0(Frame=4.000000, )
                AsynchronousTimer_0D0(Frame=4.000000, )
AsynchronousTimer_0D0(Frame=17.000000, )
                AsynchronousTimer_0D0(Frame=17.000000, )
unk_1D2(0x2, )
                unk_1D2(0x2, )
AsynchronousTimer_0D0(Frame=19.000000, )
                AsynchronousTimer_0D0(Frame=19.000000, )
unk_1D2(0x6, )
                unk_1D2(0x6, )
End_196()
                End_196()


The idle animations also have "expression" data, so I assume it's for the timing of animations and such. Could we use this to determine endlag? <span style="color: lime">'''Nyargle'''</span><span style="color: orange">'''blargle'''</span> ([[User talk:Nyargleblargle|Talk]]) 14:57, 10 April 2015 (EDT)
The idle animations also have "expression" data, so I assume it's for the timing of animations and such. Could we use this to determine endlag? <span style="color: lime">'''Nyargle'''</span><span style="color: orange">'''blargle'''</span> ([[User talk:Nyargleblargle|Talk]]) 14:57, 10 April 2015 (EDT)
:I doubt it. In all previous games, animation length is part-and-parcel of the animations themselves, and cannot be accessed from the moveset scripts. All we can get is the "is now interruptible" command, which for Brawl was in the "game" stream (I don't think Master Core currently knows which command it is). [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Brazen 15:39, 10 April 2015 (EDT)

Latest revision as of 14:39, April 10, 2015

Endlag?[edit]

Looking at the code for Mario's forward tilt, I also found this data:

       def expression_5B():
                AsynchronousTimer_0D0(Frame=4.000000, )
                AsynchronousTimer_0D0(Frame=17.000000, )
                unk_1D2(0x2, )
                AsynchronousTimer_0D0(Frame=19.000000, )
                unk_1D2(0x6, )
                End_196()

The idle animations also have "expression" data, so I assume it's for the timing of animations and such. Could we use this to determine endlag? Nyargleblargle (Talk) 14:57, 10 April 2015 (EDT)

I doubt it. In all previous games, animation length is part-and-parcel of the animations themselves, and cannot be accessed from the moveset scripts. All we can get is the "is now interruptible" command, which for Brawl was in the "game" stream (I don't think Master Core currently knows which command it is). Toomai Glittershine ??? The Brazen 15:39, 10 April 2015 (EDT)