rukai / rukaidata

Uses brawllib_rs to display frame data of characters
https://rukaidata.com
MIT License
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Fix jumpsquat animation length #17

Open rukai opened 5 years ago

rukai commented 5 years ago

Jumpsquat animation length is decided by a character attribute rather than the animations length. Bowser should have 6 frames instead of 7 https://rukaidata.com/PM3.6/Bowser/subactions/JumpSquat.html https://www.reddit.com/r/SSBPM/comments/2x496y/jump_squat_lengths_of_characters/

I don't know if the animation should be interpolated to a different length or just cut short or what?

It looks like a similar problem exists for grab release. Ness should have a 30 frame grab release like everyone else https://rukaidata.com/PM3.6/Ness/subactions/CaptureCut.html However that doesnt seem to exist in the attributes. Maybe the attribute is just not read by rukaidata?

EonTAS commented 5 years ago

My tests say that Bowser animation is cut short not fsm'ed (this is a cut on rendered frames not animation frames, so a fsm of 2 would still have 5 frames jumpsquat using frames 0,2,4,6,8 of the animation) and the ness thing uses the Animation Modifier thing that i wrote the details of in the modding discord (One long code modifying frame speeds of many things, this is the line for ness grab release * 0A000040 3FAAC083)

rukai commented 5 years ago

screenshot Thanks! Leaving this here so I can find it later.

rukai commented 5 years ago

Handling gecko FSM has resolved some problems I didn't know about when creating this issue: e.g. G&W uair However it hasn't fixed ness's capturecut, presumably its an action based gecko FSM which I cant handle atm because everything is currently implemented at the subaction level only.

rukai commented 5 years ago

Oh, I had already implemented this for all the landing animations so adding for jump squat was really easy.

The action level gecko FSM's are the only thing left, but I don't think I'll ever implement that.