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Jiren's origin of attack seems to be too low.

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I don't think her wave is suppose to come out from her chest..

And here's a proof too

at 2:16

Yeah. I know. Right now there is no way to tell where the ki blast is coming from. It's the same for each and every fighters.

I fear that I'll have to work on that giant and annoying problem for the upcoming release...
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Definitely not something I wanted to do this time around... 🙄

What I need to clarify (thinking out loud):

  • Even if fighters have special attacks, they only have three starting angles for fireballs: straight, 45° up, and 45° down
  • The fighter’s point of origin is its center on the x-axis and its bottom on the y-axis
  • The fireball’s starting point is the fighter’s center plus some offset coordinates
  • For the vast majority of fighters, the fireball is properly aligned with these coordinates: 8, 6 (the red dot)

1752485783_fireball_origin.png

After checking, there’s actually only one coordinate: 8,6 for firing straight. The 45° up and down shots are calculated based on the fireball’s firing angle:

if (distball == undefined) distball = fighter.fx_foreground.go._x + _KAMEHAX; newBall._x = fighter._x + sign * _KAMEHAX + distball * Math.cos(newBall.angleRad); newBall._y = fighter._y + _KAMEHAY + distball * Math.sin(newBall.angleRad);

Since most fighters work fine with (8,6), I think there’s no need to populate the data sheet with 536 (the actual number of fighters) different coordinates.

Let’s just input coordinates for fighters with weird fireball positions, like Jiren. It should work. Maybe it will break the ki clash, but it's an easy fix.

I just hope the 45° up and down angles will still work for them. Otherwise, I’ll have to provide coordinates for those too, which would mean 536 x 3 = 1608 new cells in the data sheet… 💀

I’ve added the necessary modifications to the code to handle custom coordinates. But I’m afraid I’ll have to provide separate custom coordinates for firing straight, 45° up, and 45° down. Because right now, it looks like this:

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I's better than what we had, but it's not perfect.

So here are my next steps:

  • Add custom coordinates for firing 45° up and down for Jiren (our gentle tester)
  • Handle these new coordinates in the code and verify the results
  • Write a script to visually retrieve fireball coordinates directly from the spritesheet. Because otherwise, counting pixels manually for every fighter would be impossible
  • Repeat this for every fighter transformation… (883 🫤)

Edit:

Important note for myself:

  • The origin of the fireball is the center of the sprite on x and y
  • Y axis is inverted...

So "y = -10" means "10 pixels above the center".

All right, now the firing code works and Jiren looks perfect:
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The ki clash is utterly broken, though...
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Edit:
All right, ki clash is repaired. I'll continue with the huge and boring part tomorrow.

The "debug fireball position" is ready within the game. I just tried it on Abo.
Now I just need to fill the 1608 missing coordinates... It's going to take a while.


Edit:
I finished the first 100 fighters, not even counting giants. This is going to take a good while... 😵

On the plus note : 100 fighters = 300 coordinates out of 1608. And some fighters don't even have coordinates, as they can't throw fireballs. I'm trying to stay positive.


Edit:
I finished the letter F. Tomorrow I'll attack the stupid the letter G with the thousand Goku.

I finished adding all the coordinates for the normal fighters. As the giants are currently broken.
I'll see that tomorrow.

If you guys could test some of them and see if everything's fine 🥲

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