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you ever wondered or even thought about how to cancel the jump during the
victory animation, I discovered after some experimentation how to get there and
I will explain each step in this tutorial only for Sonic and Knuckles.
this tutorial you will need the RSDK Animation Editor software, Sonic.bin
Knux.bin and SuperSonic.bin files.
will start with Sonic, run the RSDK software and then open the Sonic.bin file
(file -> open) in the Player folder (or any other folder where you put it).
You can see on the left the tab where all the animations are located, select
Victory. The part of the jump is on frame 2 and 3 of the animation (Current
frame 2 - Total 18 for example).
picture above represents the entry of the jump animation and frame 2, to cancel
the jump you have to modify the Hitbox values at the top and bottom contained
in "Outer Box" and "Inner Box" (-35;35) but also the frame
duration. Replace the values as in the picture above without forgetting
"Inner box", make the same changes for frame 3 (Current frame 3). For
SuperSonic.bin do the same steps as before.
let's proceed with Knuckles, open the Knux.bin file in the RSDK software as
before. Once again selected the victory animation, the jump entry for Knuckles
is the same as Sonic's, so frame 2 and 3.
in the picture above, replace the values without forgetting "Inner
Box" and make the same modifications on frame 3 (Current frame 3).
you have made the different modifications correctly, you will have this result
I hope I have been quite detailed in this explanation and that it may be useful to you,
if you have any questions, feel free to ask them.
Thank you for taking time to read this tutorial,
have a good day.
(For more details right click to open the picture in a new tab)