Editing Talk:L-canceling

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:Well that's why the cleanup tag is there; because the 20 frames someone put up here seems like way too much for either game. I think I remember the SSB64 value being 4 actually, I'll see if I can find it. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Spectrum 00:25, 7 February 2013 (EST)
:Well that's why the cleanup tag is there; because the 20 frames someone put up here seems like way too much for either game. I think I remember the SSB64 value being 4 actually, I'll see if I can find it. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Spectrum 00:25, 7 February 2013 (EST)


It's actually 11 frames. I love how I find stuff when I'm not looking for it. I was basically messing around with the aerial flag to increase Link's Up B and found the frame counter for L canceling. Here's the assembly code and addresses for anyone who wants to look at it or make a gameshark code to change it.
It's actually 10 frames. I love how I find stuff when I'm not looking for it. I was basically messing around with the aerial flag to increase Link's Up B and found the frame counter for L canceling. Here's the assembly code and addresses for anyone who wants to look at it or make a gameshark code to change it.
0x0160 is the offset for the frame counter variable of the player pointer. So if the address of Player 1's Pointer points to 8027E928, then the address of the frame counter for Player 1 = 8027E928 + 160 = 8027EA88 .
0x0160 is the offset for the frame counter variable of the player pointer. So if the address of Player 1's Pointer points to 8027E928, then the address of the frame counter for Player 1 = 8027E928 + 160 = 8027EA88 .
 
80150A38 LW  T6, 0x0160 (V1) ; This line of code loads the frame counter.  
80150A38 LW  T6, 0x0160 (V1) ; This line of code loads the frame counter.  
 
80150A3C SLTI AT, T6, 0x000B ; This line of code sets if T6 < 11, AT = 1, otherwise AT = 0
80150A3C SLTI AT, T6, 0x000B ; This line of code sets if T6 < 11, AT = 1, otherwise AT = 0
80150A40 AT, R0, 0x80150AC0  ; If AT = 1 (if L cancelled successfully), then it branches to the address of 80150AC0


80150A40 BNEL AT, R0, 0x80150AC0 ; If AT = 1 (if L cancelled successfully), then it branches to the address of 80150AC0. Otherwise it doesn't branch over.
This also applies to teching as well, because when I froze the CPU's frame counter, the CPU always teched and L cancelled.
 
This also applies to teching as well, because when I froze the CPU's frame counter, the CPU always teched and L cancelled. Basically, when you press Z or R, you reset the counter to 0. [[User:Madao|Madao]] ([[User talk:Madao|talk]]) 17:07, 29 August 2013 (EDT)
 
:Sign your comments with the four tidles (<nowiki>~~~~</nowiki>). [[User:Scr7|<span style="color:#0000FF"">S</span><span style="color:#7F7FFF">c</span><span style="color:#00FFFF">r</span><span style="color:#FF7F00">7</span>]][[File:Scr7 sig.png|link=]]([[User talk:Scr7|talk]] · [[Special:Contributions/Scr7|contribs]]) 16:54, 29 August 2013 (EDT)
:Sign your comments with the four tidles (<nowiki>~~~~</nowiki>). [[User:Scr7|<span style="color:#0000FF"">S</span><span style="color:#7F7FFF">c</span><span style="color:#00FFFF">r</span><span style="color:#FF7F00">7</span>]][[File:Scr7 sig.png|link=]]([[User talk:Scr7|talk]] · [[Special:Contributions/Scr7|contribs]]) 16:54, 29 August 2013 (EDT)


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