Hi guys.
I haven’t had much chance to work on this. But I did investigate a few things. I’ve gone back to the problem of making uncancelable moves cancelable.
Specifically, Dantarion mentioned that he was able to have multiple aerial normals chain to each other - i.e. 8hp to 9hp to 9hk etc etc.
There’s the messy solution that I did for my previous mod - copy-pasting an aerial cancel move and changing the animations and hitboxes.
But that’s not a fundamental solution. I want to be able to have more than one effect or attack while in the air.
I looked at Anotak’s new tools (awesome tools by the way). His readme states that “ThatsMindgames.exe,” the one that handles cancelable moves, is referenced by the BCM files.
But when I look at each individual index and open the relevant command from a hex editor, I don’t see the same index # in the lists.
For example, I took a look at the cancel list for Seth’s head stomps (BOS.bcm, open up 10, or 82MKKK). But the same index isn’t shown in the actual 82MKKK file that can be extracted from BOS.bac (the actual individual animation files).
I also saw that the cancel lists for Jump_V (neutral jump) and Jump_B/Jump_F are different. I took a more basic approach, and tried replacing Jump with Jump_F (both the stand2Jump, Jump, and Jump2stand files), to see if I can create the forward/backward jump attacks on neutral jumps. However, even though the actual jump animations are changed to a “flip” that indicates forward/backward jumps, the attack that comes out are still neutral jump attacks and not the forward/backward jump normals. This is even though the exact file bytes are used to replace neutral jump with forward/backward jumps.
Somehow, with the messy solution, I can have an aerial normal cancel into its same normal without messing with the cancel lists. But when I replace the jumps, I still get the same cancels as in the cancel lists…
So… I’m not sure how much further I can go in this manner unless I go back to the messy solution.
To Dantarion - how did you make new cancel lists and have the animation files reference the cancel lists? How did you make aerial normals link into each other?
To everyone else - did any of you have any success having aerial moves cancelable? i.e. rather than a simple move that repeats itself like in my last mod, were you able to, say, go from aerial shunpuken (hurricane kick) to aerial fireball to an aerial normal? and so on…
I humbly ask for your help.