I found an event in PSA that changes frame speeds. Definitely something useful.
It's event 04070100. Set parameter 0 to "scalar", and put in the number you want to multiply the speed of the move by.
Of course, you can change the speeds of moves at any frame you want. For example, on the Roy .pac, I changed his f-smash so it starts at 0.75x speed, then changes back to 1x speed after 11 frames.
And there was much rejoicing. :happy:
Its past midnight so I'll have to try this later :(
I just finished testing my WIP moveset which included using this event and it does work. It changes the speed of the frames to however you set it and it doesn't mess up hitbox timings or anything.
So hooray, this means we can do stuff like Fast Ike and Ridiculously Slow Ganondorf and stuff. :happy:
Very nice find! I just used it to speed up some of G-dorf's attacks.
This is also the closest thing we have right now to actually skipping parts of an animation too. Just speed through the parts you don't want really fast!
...Do you realize what you've done?
...DO YOU?!?!?!?
Do you realize the possibilities that have awakened because of this one code!?
...
...Someone tell Dragonrage. NAO.
YES!
I've seen it on SWF before I went to bed (booooh for me being European!) and all I can say is: kudos to you.
This is the biggest discovery since the release of PSA as it gives you control over animations similar to the frame speed mod, I assume.
This finally breaks the curse of restricted base animations! Now I can actually work on most of my discarded moveset ideas.
If this works, I love you camelot.
Quote from: Eldiran on August 28, 2009, 04:27:03 PM
If this works, I love you camelot.
It does, it's awesome beyond belief. I was able to give Ike a MK eqsue jab using his three angled f-tilt animation.
Nice Find CAMELOT!!!!!!!!!!!!!!
From my studies, I've come to a conclusion: I love you camelot.
AND I JIZZED IN MY PANTS
*Hugs camelot*
what event is this? time manipulation? graphic effect? like that kind. which one is it?
Quote from: camelot on August 28, 2009, 04:04:07 AM
I found an event in PSA that changes frame speeds. Definitely something useful.
It's event 04070100. Set parameter 0 to "scalar", and put in the number you want to multiply the speed of the move by.
Of course, you can change the speeds of moves at any frame you want. For example, on the Roy .pac, I changed his f-smash so it starts at 0.75x speed, then changes back to 1x speed after 11 frames.
There is only one thing I can think of to describe my feelings about this unexpected development.
Quote from: Untouch on August 28, 2009, 06:26:37 PM
AND I JIZZED IN MY PANTS
I LOVE YOU CAMELOT!
THX FOR THE FIND i can definantly use this in my up coming PSA characters
I love you... In a platonic way, I mean.
No, but Seriously, this is an awesome find. You are awesome.
I'm having a little problem with the code. When I used it, it didn't speed up the GFX or SFX; not the effects themselves, because I realize that's not what this does, but when they were activated. I have the code at the beginning putting the move at 10x speed, then at frame 10 returning the speed to normal as a method to skip the beginning of an animation. The problem is that when I do that, the GFX and SFX happen like I never used the code at all, appearing 10 frames late. Interestingly, because of how I was using a subroutine, I change sub-action with a pass frame from the move to itself again when I land in the middle of the move, and that fixes the problem. But if I'm in the air for the entire move, it messes up.
I also had some problems with hitboxes when I sped a sub-action up by 1.5, but I figured that was because I was mashing 3 frames into 2, so some were being skipped.
you have to use the frame speed event on other and gfx and sfx areas too
you cant just put it on main and make it all work
I tried that. Also, I've had it work for every section when I only put it in the main, so don't say you can't, because you can.
never worked for me but whatever
They all work.
Only thing I dislike about this is the frames also take into account the speed change.
So if the speed was sped up 10x, 600 frames would be 1 second.
then dont turn it up that high...???
Yeah, i can understand why that could be problematic
Quote from: alphabayton on September 04, 2009, 12:42:58 AM
then dont turn it up that high...???
It's the lowering into decimals that messes me up :(
Can this also be used to play an animation backwards by simple making the number a negative?
(I don't have time to test this myself at the moment)
Quote from: Untouch on September 04, 2009, 11:04:52 PM
Quote from: alphabayton on September 04, 2009, 12:42:58 AM
then dont turn it up that high...???
It's the lowering into decimals that messes me up :(
Yeah, what if you wanted to make the frames of an animation slower?
Then up the speed back to 1x right after the frames you want to slow?