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Patch: Sliding Dash
author: silentenigma
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There was a bit of a delay for me posting this since I wanted to throw a site together to host it.
This hack fixes the bug revealed by Master ZED's FF3dash B & C patches, where your character appears to be standing still when dashing either down or right at full speed. It also makes walking animations look a bit more natural in general, which will be most noticeable with slow-moving NPCs.
Basically, walking animations are a 4-part cycle dependent on the position value of the character. It works out well when the position value is decreasing (moving left or up) but lags when the position value is increasing (moving right or down). Plus, when moving at maximum speed (sprint shoes + dash), two sprites in the animation cycle are skipped. So when moving up/left, the "standing still" sprite is skipped, but when moving down/right, the "stepping" sprites are skipped since the animation algorithm lags by one sprite iteration.
FFAnthology tried a quick fix that ended up often sticking your character in an action pose after dashing. This patch fixes the root of the problem and ensures that the character stops cleanly.
I used 21 bytes underneath the subroutine added by FF3dash B & C. I believe that space is still unused by other hacks, but let me know if I am mistaken.
Cheers!
Download
There was a bit of a delay for me posting this since I wanted to throw a site together to host it.
This hack fixes the bug revealed by Master ZED's FF3dash B & C patches, where your character appears to be standing still when dashing either down or right at full speed. It also makes walking animations look a bit more natural in general, which will be most noticeable with slow-moving NPCs.
Basically, walking animations are a 4-part cycle dependent on the position value of the character. It works out well when the position value is decreasing (moving left or up) but lags when the position value is increasing (moving right or down). Plus, when moving at maximum speed (sprint shoes + dash), two sprites in the animation cycle are skipped. So when moving up/left, the "standing still" sprite is skipped, but when moving down/right, the "stepping" sprites are skipped since the animation algorithm lags by one sprite iteration.
FFAnthology tried a quick fix that ended up often sticking your character in an action pose after dashing. This patch fixes the root of the problem and ensures that the character stops cleanly.
I used 21 bytes underneath the subroutine added by FF3dash B & C. I believe that space is still unused by other hacks, but let me know if I am mistaken.
Cheers!
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