Advertisement
YoniArousement

SOR2 Character Physics (gsaurus)

Feb 5th, 2019
137
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.30 KB | None | 0 0
  1. Character Physics. Not exhaustive yet, but I think the most important ones are there.
  2.  
  3. In case you're playing with patch codes in an emulator, for the addresses noted with 4 bytes you'll probably need two codes. For example the original jump gravity is C142:0000 and C144:4000.
  4.  
  5. jump gravity: C142 (4 bytes) (example: C144:2000 = low gravity)
  6. forward jump speed: C1BC and C1D6 (4 bytes)
  7. knockdown gravity: C2FA (4 bytes)
  8. touch ground bounce: C3BA (4 bytes) (example: C3BA:FFFD = bigger bounce)
  9. gravity when bouncing on the ground: C3E8 (4 bytes)
  10.  
  11. MAX:
  12. walk speed: C0EA
  13. jump speed: BDF4 (4 bytes)
  14.  
  15. grab jump
  16. forward grab jump speed: CE9C and CEB6 (4 bytes)
  17. gravity: CDEA (4 bytes)
  18.  
  19. slide
  20. initial speed: BE3E (4 bytes)
  21. deceleration value: B23E
  22. disable slide physics: b232:4e71
  23.  
  24. offspecial
  25. horizontal speed: B2A8:5X6A and B2AE:5Y6A, to move forward: X even, Y = X+1; to move backward: Y even, X = Y+1 (example: B2A8:546A B2AE:556A = move slower)
  26. disable offspecial physics: B29C:4e71
  27.  
  28.  
  29. AXEL:
  30. walk speed: C0EC
  31. jump speed: BDF8 (4 bytes)
  32.  
  33. grandupper
  34. horizontal speed: AF56 and AF66 (4 bytes) (example: AF56:0003 and AF66:0003 = fast grandupper)
  35. disable grandupper physics: AF3E:4e71
  36. AF34 Invincibility
  37.  
  38. offspecial
  39. Final uppercut: AE8A (4 bytes) (examples: AE8A:FFF8 = high jump; AE8A:FFFE = small jump; AE8A:0000 = no jump)
  40.  
  41. back slam
  42. horizontal speed: C9EC and C9FC(4 bytes, C950 must be 2x the value at C940)
  43. vertical speed: ?
  44. gravity: CA0C (4 bytes)
  45. disable slam physics: c9d2:4e75
  46.  
  47.  
  48. BLAZE:
  49. walk speed: C0EE
  50. jump speed: BDFC (4 bytes)
  51.  
  52. blitz
  53. horizontal speed: B128:5X6A and B122:5Y6A, to move forward: X even, Y = X+1; to move backward: Y even, X = Y+1 (example:B128:5A6A B122:5B6A = fast forward)
  54. initial jump (shared with SKATE blitz): BE46 (4 bytes)
  55. gravity: B106 (4 bytes) (example: B108:2000 = lower gravity)
  56. disable blitz physics: B0FA:6030
  57.  
  58. defspecial
  59. horizontal speed: B084:5X6A and B08A:5Y6A, to move forward: X even, Y = X+1; to move backward: Y even, X = Y+1 (example:B084:586A B08A:5984 = fast forward)
  60. vertical speed: ?
  61. gravity: B06E (4 bytes)
  62. disable defspecial physics: B062:602A
  63.  
  64. front slam
  65. horizontal speed: C940 and C950(4 bytes, C950 must be 2x the value at C940)
  66. vertical speed: ?
  67. gravity: C960 (4 bytes)
  68. disable slam physics: C91E:4e75
  69.  
  70.  
  71. SKATE:
  72. walk speed: C0F0
  73. jump speed: BE00 (4 bytes)
  74. run speed: BECE and BF12 (4 bytes)
  75.  
  76. back attack
  77. horizontal speed: C53C:5X6A and C542:5Y6A, to move forward: X even, Y = X+1; to move backward: Y even, X = Y+1
  78. initial jump: BD82 (4 bytes)
  79. gravity: C526 (4 bytes)
  80. disable backattack physics: BD80:6006
  81.  
  82. blitz
  83. initial jump (shared with BLAZE blitz): BE46 (4 bytes)
  84. gravity: B368 (4 bytes)
  85. horizontal speed: b380:5X6A and b386:5Y6A, to move forward: X even, Y = X+1; to move backward: Y even, X = Y+1
  86.  
  87. offspecial
  88. horizontal default speed: B412:70XX (XX = whatever you want)
  89. horizontal close speed (when press back): B422:70XX and B440:70XX (XX = whatever you want)
  90. horizontal far speed (when press forward): B42A:70XX and B438:70XX (XX = whatever you want)
  91. Initial jump: AE92 (4 bytes) (examples: AE92:FFF6 = high jump; AE92:FFFA = small jump; AE92:0000 = no jump)
  92. gravity: B3FC (4 bytes)
  93. disable offspecial physics: b3F2:4e75
  94.  
  95.  
  96.  
  97. ------------------------------------------------------
  98.  
  99.  
  100. Weapons throwing physics: allow you to change weapons air speed and animation
  101.  
  102. Knife thrown animation: C718 (example: C718:0014 = knife rotating)
  103. Knife thrown speed: C71A (4 bytes)
  104. Knife thrown range: C71E (4 bytes)
  105. example: C71A:FFFF knife flies slowly, C71E:00ff knife flying last longer
  106.  
  107. Pipe thrown animation: C720 (example: C720:000C = straight pipe)
  108. Pipe thrown speed: C722 (4 bytes)
  109. Pipe thrown range: C726 (4 bytes)
  110.  
  111. Sword thrown animation: C730 (example: C730:000C = straight sword)
  112. Sword thrown speed: C732 (4 bytes)
  113. Sword thrown range: C736 (4 bytes)
  114.  
  115. Kunai thrown animation: C738 (example: C738:0014 = rotating kunai)
  116. Kunai thrown speed: C73A (4 bytes)
  117. Kunai thrown range: C73E (4 bytes)
  118.  
  119. Grenade thrown animation: C740 (example: C740:000C = straight grenade)
  120. Grenade thrown speed: C742 (4 bytes)
  121. Grenade thrown range: C746 (4 bytes)
  122.  
  123. There's two empty weapon slots/objects (using galsias animations as placeholders), one between pipe and sword, the other after grenade. That suggests the game could have had 2 more weapons.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement