Hey, this is pretty cool.
When I first made the angle axis code, I originally had a vision of something to the effect of a "Hold R to Freerun" code in the same vein as the battle systems from some of the later installments in the Tales series. But there turned out to be way too many things that would need to be refactored such as knockback directions and stage colliisions. I also didn't have access to any trigonometric functions at the time, so I had no way to map joystick direction to character angle. Given how far Brawl hacking has come, it'd be cool to one day try go back and try to do it...
Anyways, what you have here is really neat. I also saw that you managed to get the old FP 4.0 code working. I'm a bit surprised because I don't even remember completing it - let alone making a post releasing it.
Nice job MW.
thanks
when i first saw this code, i wondered why no one had thought about doing something similar to what im doing
about file patch 4
it works
the reason why you were getting freezes with bowser, icc, and all transforming characters is because you were using a Japanese sound brsar to test(which is what you were limited to at the time)
I'm assuming its not compatible with the ntscu version of this game.
I used an english sound brsar and modified it with brawlbox, and it worked.
it doesnt like some type of hacks though, which i havent really looked into for a while, and there were some random initial crashes before going into the css
btw did you know about dolphins cheat manager
its almost the same as wiird except you can do it all in your pc with a backup of your ssbb game
it would be nice to see you back in action
Nice!
So how does Sonic's Homing Attack or Samus' Homing Missile work? xD
everything works the same
except in a different angle