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Author Topic: Fire Emblem's Lucina PSA - WELCOMING AID!  (Read 187074 times)
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Nao-chan
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    « Reply #285 on: April 25, 2014, 05:12:53 AM »


    Well that's fine, I test on the console so I guess that works out perfectly. I'll send the Link to her in a PM soon.
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    « Reply #286 on: April 25, 2014, 06:38:32 AM »


    There's no need to hex at all Tongue
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    « Reply #287 on: April 25, 2014, 07:02:41 AM »


    There's no need to hex at all Tongue
    To fix up the actual GFX references (That is, reff files) it is very necessary~
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    « Reply #288 on: April 25, 2014, 07:17:35 AM »


    To fix up the actual GFX references (That is, reff files) it is very necessary~

    I've never had to fix the reff files.

    Do you mean EFLS?
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    « Reply #289 on: April 25, 2014, 07:19:46 AM »


    I've never had to fix the reff files. Do you mean EFLS?
    Nope, I mean reff.
    You can't just rename them and expect them all to work properly, that's where some hexing is handy.
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    « Reply #290 on: April 25, 2014, 07:21:43 AM »


    Really wish I knew how to do that stuff.
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    « Reply #291 on: April 25, 2014, 07:23:47 AM »


    Nope, I mean reff.
    You can't just rename them and expect them all to work properly, that's where some hexing is handy.

    I dont rename them. I'vea dded my own. It's how I got Project Sacred's Skyward Strike to work.
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    « Reply #292 on: April 25, 2014, 07:28:34 AM »


    I dont rename them. I'vea dded my own. It's how I got Project Sacred's Skyward Strike to work.

    There are cases where some character effects use more then one reff file for the same effect, for example Pit.
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    « Reply #293 on: April 25, 2014, 07:46:22 AM »


    its easy to port reff with bb 71

    just export all the reff files that double team uses , add a new elf entry and put uses model no, then add the reffs in the same order they were on lucario and problem solved you just call the new elf entry
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    « Reply #294 on: April 25, 2014, 08:55:15 AM »


    Alright I just tested her again. It works perfectly Kitsu, no problems whatsoever. Nice work man. I'll pass this along to CrazyHand after I fix a couple of GFX timing issues with her FinalStart.

    EDIT: Alright I added the new stuff to the Dropbox link. CrazyHand, if you see this please re-download it so you can get these new additions and fixes. Made a goof on the SFX for her FinalStart. I fixed it.
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    « Reply #295 on: April 26, 2014, 01:36:41 PM »


    This is getting closer and closer...must contain.... excitement .....for this ......PSA.  Happy Face
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    « Reply #296 on: May 01, 2014, 06:22:38 PM »


    There's another thing you can do to her Up Special to make it not work more than once. It uses an LA-Bit that Sonic and Snake also use for their Up Specials, which also prevents them from using other special moves until they land and makes them land as if from helpless fall. It's LA-Bit[61]. Set it to true at the start of Up Special, then set it false during swim, helpless fall landing, wait1 (to prevent the infamous Air Tripping glitch), Up Special landing lag, and possibly Entry as well.

    As for Pass, would it be possible to have her double-team with her end position instead of just left-right of her starting point, so she sort of fades to her ending position? I think that would look really cool. Probably be a pain to do though.
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    « Reply #297 on: May 01, 2014, 06:26:31 PM »


    There's another thing you can do to her Up Special to make it not work more than once. It uses an LA-Bit that Sonic and Snake also use for their Up Specials, which also prevents them from using other special moves until they land and makes them land as if from helpless fall. It's LA-Bit[61]. Set it to true at the start of Up Special, then set it false during swim, helpless fall landing, wait1 (to prevent the infamous Air Tripping glitch), Up Special landing lag, and possibly Entry as well.
    You could not have had more apt timing with your post, haha.

    I had intended to get Lucina up today, but I ran into one more glitch with her Up B. It seems that if she barely finishes the animation or something right when touching the ground, she just locks up in the air and cannot do anything but shift left and right until she can fall again. I can imagine this could be a big problem during gameplay.

    Here's what it looks like [pardon the shoddy cell phone video quality]:
    https://www.youtube.com/watch?v=X2xA4rZGewc&feature=youtu.be

    I thought I could fix it by making her go into the LA-Bit promptly at the last frame of the animation, but it still happened. Here is her most current form: https://db.tt/GXKaMvaZ
    I take it if LA-Bit[61] is used, it might fix this problem?
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    « Reply #298 on: May 01, 2014, 06:47:40 PM »


    Taken from the RA Bits collection topic:

    LA-Bit: 61
    Location: Snake's and Sonic's Up-B, Ganon's Final
    Speculation
    Could have something to do with their falling? Supposedly checks if you used Up-B already. Sometimes freezes if put in other Up-B's.

    That's the important part.

    I thoughtt I could fix it by making her go into the LA-Bit promptly at the last frame of the animation, but it still happened.

    That wouldn't solve it. That'd just undo everything you did Tongue

    I'm testing her now, and... you guys did something weird with Lucina. At the end of the Up Special, if you hold up or any direction in the up direction (sounds weird...) she'll float a bit at the end. I noticed that it was then that she seemed to freeze in the air.

    The freeze frame also matched the frames where she ends the up special.

    Again, did you add any momentum codes or something to the up special?
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    « Reply #299 on: May 01, 2014, 06:52:18 PM »


    I'm not certain, but most likely. What I do know is that Sonic and Snake use a different method than you have here, using LA-Bit[61]. When set to true, midair jump and special move commands are not recognised, and the character lands with the SpecialFall landing animation with uninterruptible landing lag. The thing to watch out for is that, if you don't clear it on the Wait1 as well as the landing, they will immediately go into that state again when they jump a second time if they end their Up Special on the ground. So be careful of that. And of course it has to clear on Swim as well. Basically you just set it at the very start of the animation.

    @Tidus: I put it in Sonic's Neutral Special without problems. It might have issues with certain characters that I don't know about, so there's that to be careful of too.
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