Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Character Physics. Not exhaustive yet, but I think the most important ones are there.
- 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.
- jump gravity: C142 (4 bytes) (example: C144:2000 = low gravity)
- forward jump speed: C1BC and C1D6 (4 bytes)
- knockdown gravity: C2FA (4 bytes)
- touch ground bounce: C3BA (4 bytes) (example: C3BA:FFFD = bigger bounce)
- gravity when bouncing on the ground: C3E8 (4 bytes)
- MAX:
- walk speed: C0EA
- jump speed: BDF4 (4 bytes)
- grab jump
- forward grab jump speed: CE9C and CEB6 (4 bytes)
- gravity: CDEA (4 bytes)
- slide
- initial speed: BE3E (4 bytes)
- deceleration value: B23E
- disable slide physics: b232:4e71
- offspecial
- 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)
- disable offspecial physics: B29C:4e71
- AXEL:
- walk speed: C0EC
- jump speed: BDF8 (4 bytes)
- grandupper
- horizontal speed: AF56 and AF66 (4 bytes) (example: AF56:0003 and AF66:0003 = fast grandupper)
- disable grandupper physics: AF3E:4e71
- AF34 Invincibility
- offspecial
- Final uppercut: AE8A (4 bytes) (examples: AE8A:FFF8 = high jump; AE8A:FFFE = small jump; AE8A:0000 = no jump)
- back slam
- horizontal speed: C9EC and C9FC(4 bytes, C950 must be 2x the value at C940)
- vertical speed: ?
- gravity: CA0C (4 bytes)
- disable slam physics: c9d2:4e75
- BLAZE:
- walk speed: C0EE
- jump speed: BDFC (4 bytes)
- blitz
- 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)
- initial jump (shared with SKATE blitz): BE46 (4 bytes)
- gravity: B106 (4 bytes) (example: B108:2000 = lower gravity)
- disable blitz physics: B0FA:6030
- defspecial
- 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)
- vertical speed: ?
- gravity: B06E (4 bytes)
- disable defspecial physics: B062:602A
- front slam
- horizontal speed: C940 and C950(4 bytes, C950 must be 2x the value at C940)
- vertical speed: ?
- gravity: C960 (4 bytes)
- disable slam physics: C91E:4e75
- SKATE:
- walk speed: C0F0
- jump speed: BE00 (4 bytes)
- run speed: BECE and BF12 (4 bytes)
- back attack
- horizontal speed: C53C:5X6A and C542:5Y6A, to move forward: X even, Y = X+1; to move backward: Y even, X = Y+1
- initial jump: BD82 (4 bytes)
- gravity: C526 (4 bytes)
- disable backattack physics: BD80:6006
- blitz
- initial jump (shared with BLAZE blitz): BE46 (4 bytes)
- gravity: B368 (4 bytes)
- horizontal speed: b380:5X6A and b386:5Y6A, to move forward: X even, Y = X+1; to move backward: Y even, X = Y+1
- offspecial
- horizontal default speed: B412:70XX (XX = whatever you want)
- horizontal close speed (when press back): B422:70XX and B440:70XX (XX = whatever you want)
- horizontal far speed (when press forward): B42A:70XX and B438:70XX (XX = whatever you want)
- Initial jump: AE92 (4 bytes) (examples: AE92:FFF6 = high jump; AE92:FFFA = small jump; AE92:0000 = no jump)
- gravity: B3FC (4 bytes)
- disable offspecial physics: b3F2:4e75
- ------------------------------------------------------
- Weapons throwing physics: allow you to change weapons air speed and animation
- Knife thrown animation: C718 (example: C718:0014 = knife rotating)
- Knife thrown speed: C71A (4 bytes)
- Knife thrown range: C71E (4 bytes)
- example: C71A:FFFF knife flies slowly, C71E:00ff knife flying last longer
- Pipe thrown animation: C720 (example: C720:000C = straight pipe)
- Pipe thrown speed: C722 (4 bytes)
- Pipe thrown range: C726 (4 bytes)
- Sword thrown animation: C730 (example: C730:000C = straight sword)
- Sword thrown speed: C732 (4 bytes)
- Sword thrown range: C736 (4 bytes)
- Kunai thrown animation: C738 (example: C738:0014 = rotating kunai)
- Kunai thrown speed: C73A (4 bytes)
- Kunai thrown range: C73E (4 bytes)
- Grenade thrown animation: C740 (example: C740:000C = straight grenade)
- Grenade thrown speed: C742 (4 bytes)
- Grenade thrown range: C746 (4 bytes)
- 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