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Yep, so things like fox's f-air can actually connect, cause lets be honest, Fox's f-air is booty.for instance, if the player is moving at a 60° angle, the opponent hit will be launched at 60° angle too?
Yeah, so some psuedocode:^ Should just make when the angle is read, in the code "if angle = 361", make an extra check for new angle (ie 363) and set the angle of the attack similar to the Sakurai angle.
No, what I mean is not using that place in the code, I think for clarity it would be the wrong place to do that. I'm sure there is somewhere in the code where the angle is read and has a "if angle == 361", and it's that place that should be used. There are some chances that using this place for the code would get overwriten by the check made later. For instance, you change the angle, then later there is a check "if bigger than 361", and the new angle gets replaced by Sakurai angle; Or maybe even having a condition problem and getting a random angle from time to timeYeah, so some psuedocode:
@angleParse
If angle == 362 (or whatever)
then do angle calculation and replace value in r4
I see what you're saying. Potentially more complicated than I thought. I'll look into this tonight or tomorrow though if I can, because it'd probably be simple to find such a function by watching the angle stored in the player data.No, what I mean is not using that place in the code, I think for clarity it would be the wrong place to do that. I'm sure there is somewhere in the code where the angle is read and has a "if angle == 361", and it's that place that should be used. There are some chances that using this place for the code would get overwriten by the check made later. For instance, you change the angle, then later there is a check "if bigger than 361", and the new angle gets replaced by Sakurai angle; Or maybe even having a condition problem and getting a random angle from time to time
Corrected the data sheet on that. Though it being 0x169 normally is funny, because that is the Sakurai angle. I kinda feel like Sakurai Angle is more of a default than anything else now.At 0x8008d804 the function loads player.0x18A8 (which appears to hold the player's current knockback angle) and checks it for a sakurai angle.
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