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[SM] disable spinjump - solved

Started by stat!k, December 09, 2023, 10:32:23 PM

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stat!k

I want to create a hack where the player character does not move in the recognizable 'Samus' way, specifically I want to disable the spinjump move.
Does anyone have advice for where I should begin to look to achieve this?
Ideally I want the player to be able to do a running jump while using the animation for the standing jump, without the spin. :bounce:

I am not too concerned about how this may affect items like space jump/ screw attack as I don't intend on using those.

Cheers!

Update- Solved!

For anyone who may be interested, this is how to do it:
1. Using SMILE RF, go to the Samus pose editor
2. locate any moving/ running pose, eg 09 (moving facing right)
3. go to transition inputs, locate the jump input $01 in this example
4. replace the 'new pose to load' from 19 (spinjump right) to 4B (jumping from ground right), it is critical to use the 'jumping from ground' set of poses, there are six total you need for each direction input.
5. repeat steps 2-4 with each movement pose.

See below for a list of poses that you will need.
Remember that we're editing the pose transitions from the initial pose, ie running facing right and not editing the spinjump pose itself.

Thank you to everyone who helped me to figure this all out!


pose list
-replace the spinjump poses-
spinjump right = 19
spinjump left = 1A

-use these poses instead-
jumping from ground right 4B
jumping from ground left 4C
jumping from ground right diagonal aim up 57
jumping from ground left diagonal aim up 58
jumping from ground right diagonal aim down 59
jumping from ground left diagonal aim down 5A

MetroidNerd#9001

If I remember correctly, Hallow's Eve disables the spinjump during part of it? It might be worth looking there.

stat!k

Quote from: MetroidNerd#9001 on December 10, 2023, 12:53:42 AM
If I remember correctly, Hallow's Eve disables the spinjump during part of it? It might be worth looking there.

Thank you! this is exactly what I wanted