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Completed Extended Short Hop Jump Input Release Window

tauKhan

Smash Lord
Joined
Feb 9, 2014
Messages
1,349
Jump height is determined on the first aerial frame of grounded jump like in Project M. So if you perform a grounded jump with fox, releasing jump input by frame 4 is sufficient to short hop, instead of having to release the button by frame 3. Otherwise jump physics still work like in melee, and control stick influence to horizontal speed still depends on the input received for the last frame of jumpsquat.

Code:
$Extended SH Jump Input Release Window [tauKhan]

040CB2CC 60000000
040CB168 C03F0628
040CB1F8 98010028
C20CB34C 00000010
83E3002C A09F03E8
2C040000 40820068
7FE4FB78 3D80800C
618CB640 9421FFE0
93E1001C 48000014
7FE802A6 93E10024
7D8803A6 4E800020
4BFFFFF1 807F0000
3821FFF8 C02294DC
38800001 3D80800C
618CB110 7D8903A6
4E800421 38210008
889F0671 2C040000
4182000C 8881FFF8
989F0671 7FC3F378
60000000 00000000
 

Brandondorf9999

Smash Cadet
Joined
Mar 6, 2012
Messages
71
I don't see the difference here with this, could you show a comparison of the physics with the original and this code enabled?
 
Last edited:

Dcm05

Smash Rookie
Joined
Apr 20, 2017
Messages
8
NNID
Dcm05U
Switch FC
SW 6343 3927 4794
Jump height is determined on the first aerial frame of grounded jump like in Project M. So if you perform a grounded jump with fox, releasing jump input by frame 4 is sufficient to short hop, instead of having to release the button by frame 3. Otherwise jump physics still work like in melee, and control stick influence to horizontal speed still depends on the input received for the last frame of jumpsquat.

Code:
$Extended SH Jump Input Release Window [tauKhan]

040CB2CC 60000000
040CB168 C03F0628
040CB1F8 98010028
C20CB34C 00000010
83E3002C A09F03E8
2C040000 40820068
7FE4FB78 3D80800C
618CB640 9421FFE0
93E1001C 48000014
7FE802A6 93E10024
7D8803A6 4E800020
4BFFFFF1 807F0000
3821FFF8 C02294DC
38800001 3D80800C
618CB110 7D8903A6
4E800421 38210008
889F0671 2C040000
4182000C 8881FFF8
989F0671 7FC3F378
60000000 00000000
when i tried running this as a gecko code on dolphin, it gave me an error. and running it as an AR code also stated that it wasn't a "master code." is there something I'm doing wrong?
 

tauKhan

Smash Lord
Joined
Feb 9, 2014
Messages
1,349
Well, it is a gecko code for NTSC 1.02, and running geckos on dolphin generally works fine, so evidently you're doing something wrong. Unfortunately it is impossible to say what you're doing wrong based on just your description though.
 

iode

Smash Cadet
Joined
Jan 18, 2010
Messages
44
Location
New Jersey
Would this be likely to cause desyncs with those not running this code? Sounds like those 1 frame input differences can really add up.

Edit: this almost certainly causes immediate and obvious desyncs on Slippi
 
Last edited:
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