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Since I don't want to further clutter up the BBrawl thread I'll continue brainstorming here.
IDC is achieved by going from the air to the ground during the move, and repeating this over and over.
This rings 2 bells:
1) somewhere there must be an infinite loop or something that points at an event earlier in the move.
(ie, cooldown points at startup)
2) at somepoint the game must register going from the air to the ground.
luckily, I found both parts in PSA
In part A, there are 3 distinctive blocks visible. Each block shows 4 lines, the first two are subaction IDs the other 2 I don't know yet.
listing the 6 subaction we find in order:
[0]SpecialLw
[1]SpecialAirLw
[0]SpecialLwF
[1]SpecialAirLwF
[0]SpecialLwB
[1]SpecialAirLwB
(nubers in brackets come back later)
first 2 are DownB in place, other 2 are the moving version (forward/backward)
Note the infinite loop
Parts B and C is where the actual SubAction is changed (B when on ground, C in the air). Now note the line that is selected. We are in the ground part, and it checks if a certain variable is equal to... the aerial counterpart of the subaction. My guess is that it checks the previous subaction (anyone know what IC-Basic[32] is?) to see if MK has gone from the ground to the air or vice versa.
In the case you go air->ground or ground -> air, it does an unknown command, and it passes the frames, which doesn't happen when you don't transfer.
My conclusion is that transferring between the air/ground makes it go through either of the 3 subactions again, and because the loop is infinite there is no reason to abort this.
lot of technical stuff, now for some solutions.
-Change the infinite loop to a finite loop. Not sure how this will work out since I have no clue how often it goes through this loop during normal execution. (chances are it has a relation to how fast you need to mash the C-stick)
-Remove the pass frame. This seems safest to me although it might have side effects
-Remove the unknown command. bad Idea, but if other options fail.
-combine 2 and 3. basically remove the whole "check if transfers".
reason I made this wall instead of just testing something is because my wii doesn't like the file replacement code. And to discuss alternative options.
IDC is achieved by going from the air to the ground during the move, and repeating this over and over.
This rings 2 bells:
1) somewhere there must be an infinite loop or something that points at an event earlier in the move.
(ie, cooldown points at startup)
2) at somepoint the game must register going from the air to the ground.
luckily, I found both parts in PSA
In part A, there are 3 distinctive blocks visible. Each block shows 4 lines, the first two are subaction IDs the other 2 I don't know yet.
listing the 6 subaction we find in order:
[0]SpecialLw
[1]SpecialAirLw
[0]SpecialLwF
[1]SpecialAirLwF
[0]SpecialLwB
[1]SpecialAirLwB
(nubers in brackets come back later)
first 2 are DownB in place, other 2 are the moving version (forward/backward)
Note the infinite loop
Parts B and C is where the actual SubAction is changed (B when on ground, C in the air). Now note the line that is selected. We are in the ground part, and it checks if a certain variable is equal to... the aerial counterpart of the subaction. My guess is that it checks the previous subaction (anyone know what IC-Basic[32] is?) to see if MK has gone from the ground to the air or vice versa.
In the case you go air->ground or ground -> air, it does an unknown command, and it passes the frames, which doesn't happen when you don't transfer.
My conclusion is that transferring between the air/ground makes it go through either of the 3 subactions again, and because the loop is infinite there is no reason to abort this.
lot of technical stuff, now for some solutions.
-Change the infinite loop to a finite loop. Not sure how this will work out since I have no clue how often it goes through this loop during normal execution. (chances are it has a relation to how fast you need to mash the C-stick)
-Remove the pass frame. This seems safest to me although it might have side effects
-Remove the unknown command. bad Idea, but if other options fail.
-combine 2 and 3. basically remove the whole "check if transfers".
reason I made this wall instead of just testing something is because my wii doesn't like the file replacement code. And to discuss alternative options.