- Joined
- Feb 27, 2008
- Messages
- 26,560
Knock knock it's Knuckles
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
It was a great episode but it replaced Samurai Jack's timeslot and I will never forgive this.new rick and morty ep just aired and it's absolutely incredible. they're playing the same episode over and over until midnight on adult swim
*Expecting them to actually air an episode of Samurai Jack on april fools day*It was a great episode but it replaced Samurai Jack's timeslot and I will never forgive this.
It probably doesn't help that I intentionally try to avoid talking about myself.I've been on this website for 3 years and i still don't feel like I've learned anything about mech except that he likes robot anime.
I for one know quite a bit.
He wants:
FULLY
LUXURYA U T O M A T E D
**** I know what this is.ONAHOLES
check the Thrown animation in Brawlbox on the release frame. each character has a unique offset thoDoes anybody know how to find the release points of throws on an X/Y axis? I am finagling with my knockback calculator/emulator and without them throw data would be wayyyy off.
Hands-down my favorite. Trying to read Part 5 at the moment. 1's neat, Araki really hits his stride in 2, Stardust Crusaders is my favorite (but a lot of folks consider it the weaker part of the series, maybe because of the length), and 4 is pretty groovy.God, I ****ing love Jojo. I'm enjoying the hell out of part 3 right now. <3
I hope Part 4 is also good when I get to that.
Ok, so on that frame it will have a coordinate, and then each character has an offset stored somewhere?check the Thrown animation in Brawlbox on the release frame. each character has a unique offset tho
Ya. Each throw has an x/y position, and then each character has a y-offset. I don't have that information anymore though.Ok, so on that frame it will have a coordinate, and then each character has an offset stored somewhere?
So it should be (release point +/- offset)
Thanks man. It should be stored somewhere on the character file, I can just dig in and see.Ya. Each throw has an x/y position, and then each character has a y-offset. I don't have that information anymore though.
Welp, turns out Mewtwo's .pac cannot be read in BBox as a moveset file... anybody else run into this?Ya. Each throw has an x/y position, and then each character has a y-offset. I don't have that information anymore though.
****ing nerdWelp, turns out Mewtwo's .pac cannot be read in BBox as a moveset file... anybody else run into this?
Edit:
I can still see the offset by comparing the animation and the data in PSA, but it is still sort of a pain heh.
For detailed reference on how to figure this out for others:
Throw animations appear to attach characters to the bone "ThrowN", which in turn is attached to the bone "XRotN". In PSA/BrawlBox, the frame that has the following line (or similar) is the frame that the foe is actually thrown/released:
[ Throw Applier: 0-0, 0-46, 5-20000002, 5-20000003, 5-20000004,]
In Mewtwo's case, this is frame 42 of the animation. So, by going into BBox and seeing the coordinates of these two bones mentioned at this frame, we have the following data:
XRotN: X = 0 | Y = 8.459 | Z = 0
ThrowN: X = 0 | Y = 14.84731 | Z = 1.741
Something to remember is that ThrowN is attached to XRotN. So if set to all 0's, ThrowN is at XRotN's relative position. Adding XrotN's Y value to ThrowN's, we get a height of 23.30631 (units). For visual reference of what that height is, a Battlefield Platform (low) is 27.25 units off the ground.
Something to take note of however, is that under the Attributes of Mewtwo, his model is scaled by a factor of 1.3x in-game. SO with that in mind, we multiply the prior result by that factor to get a height of 30.298203, which I think matches what we see in game based on the Battlefield platform height and the exact frame shown here as Captain Falcon is thrown:
Mapping the approximate coordinate (30.30 rounded up) into my simulator, and I think it matches up rather well:
The only question now is, do we know what the Thrown Character's offset might be in this situation?
Welp, turns out Mewtwo's .pac cannot be read in BBox as a moveset file... anybody else run into this?
Edit:
I can still see the offset by comparing the animation and the data in PSA, but it is still sort of a pain heh.
For detailed reference on how to figure this out for others:
Throw animations appear to attach characters to the bone "ThrowN", which in turn is attached to the bone "XRotN". In PSA/BrawlBox, the frame that has the following line (or similar) is the frame that the foe is actually thrown/released:
[ Throw Applier: 0-0, 0-46, 5-20000002, 5-20000003, 5-20000004,]
In Mewtwo's case, this is frame 42 of the animation. So, by going into BBox and seeing the coordinates of these two bones mentioned at this frame, we have the following data:
XRotN: X = 0 | Y = 8.459 | Z = 0
ThrowN: X = 0 | Y = 14.84731 | Z = 1.741
Something to remember is that ThrowN is attached to XRotN. So if set to all 0's, ThrowN is at XRotN's relative position. Adding XrotN's Y value to ThrowN's, we get a height of 23.30631 (units). For visual reference of what that height is, a Battlefield Platform (low) is 27.25 units off the ground.
Something to take note of however, is that under the Attributes of Mewtwo, his model is scaled by a factor of 1.3x in-game. SO with that in mind, we multiply the prior result by that factor to get a height of 30.298203, which I think matches what we see in game based on the Battlefield platform height and the exact frame shown here as Captain Falcon is thrown:
Mapping the approximate coordinate (30.30 rounded up) into my simulator, and I think it matches up rather well:
The only question now is, do we know what the Thrown Character's offset might be in this situation?
Just noticed LuLhttps://www.reddit.com/r/smashbros/comments/61t91q/hey_guys_gimr_here_this_weekend_vgbc_will_be/
!
| Kailex |
You better put your in game tag as Project M when you play on stream