- May 15, 2015
I've gotten some very janky things from the sword trails with different values, some seeming like they are trying to predict the previous position of the sword from its current position(might just be in my mind though), also high values causes some strange effects and crashing.
You can get a similar effect with hitbox interpolations by messing with the initialization status at hitbox.0x0 (or the various pos/lastpos coordinates)
I looked into the C4 parsing function and it seems to just plop a resulting byte from the input into the address at player.0x2160 -- so it's probably possible to figure out why it does this by playing with that address and anything that reads/writes to it. The trail interpolations are kinda cool, but it'd be nice to figure out if it's just a result of an erroneous input.