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Jul 15th, 2018
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  1. So, I started looking into gravities and found a few surprises, both pleasant and otherwise. First, the good news. I was taking a look at this list here for Melee fall speeds and comparing it to our current tweaks.
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  5. Right now, we have Falco tweaked to be pretty near frame perfection of his old gravity -- his psa shows a gravity of .112, and we multiplied that by 1.3 in our engine to produce .1456...... 145.6 was surprisingly close to that chart's value of 152.
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  7. Then I looked at Bowser. Although I haven't checked the frame data, he seemed pretty comparable to his Melee gravity after the 5.0 update. His psa showed .1027, which we multiplied by 1.1 to get .1129. Again, 113 was surprisingly close to the chart's value of 116.
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  9. I looked at Ganondorf, who was again about .95 x the chart value.
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  11. I then went through the first 7 character IDs and adjusted their gravities in psa to match .96 x the chart value.
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  13. Then, I roughly compensated the jumps with this formula:
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  15. (PSA Jump Value)(B+ Engine Multiplier)(Ratio of new grav / old B+ grav)
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  17. So if a character had a PSA FH initial velocity of 1.00, and we used a 1.025 multiplier, and I increased the gravity 20% from the old B+ value, the new PSA value would be 1.23.
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  19. This isn't guaranteed to be foolproof, but it seemed like the most sensible way I could think of to do this.
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  21. I adjusted the Hop V initial Velocity, Jump V Initial Velocity, and Air Jump Multiplier (DJ?) using the above formula.
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  25. The results are somewhat disappointing. The SH heights varied greatly, and the FH & DJ heights were universally way to low, like barely gaining height too low.
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  27. Furthermore, I couldn't really test the gravities because I didn't compensate the terminal velocities, which brings me to my next point...
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  30. There could definitely be major holes in my formulas there, although they seem pretty logical, but I'm guessing there are more values that we have to adjust than we realize. It seems like just initial vertical velocity may not be enough, but I could be wrong.
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  32. I'm also not really sure how the air jump value works. Most characters have a value of .9 or 1.0 that I've seen so far, while all of the SH / FH values I've seen vary widely down to the second or third decimal place.
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  34. I'm going to be busy most of tomorrow, so what I need people to figure out, if possible, is what values I really need to be working with and how to modify them.
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  36. If Almas sees this, do you think you might be able to identify which all variables in PSA a given multiplier in your engine changes? For example, the FH height value controlled at least both V initial velocity and a possibly unknown DJ value while the gravity code also controlled terminal velocity in addition to whatever else.
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  38. Also, did custom move gravities get added to the latest gravity engine? We either need a way to do that in PSA or one of Almas's codes, as near-Melee levels of gravity can have significant effects on Up-B moves -- Samus's goes ~1/3 of its old distance.
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  40. If people can figure these things out then I can get back to getting these values hammered out when I have time. This may or may not be helpful.
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  42. Thanks.
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