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Young link smash ultimate frame data
Young link smash ultimate frame data










This is a huge undertaking though and nobody could justify this amount of effort for a minor replay feature. It's also possible to design the engine from the ground up to be able to run backwards, so in my previous example, the knockback would contain the information about how and where you were hit. It's perfectly possible to implement limited rewinding by caching the playback as a video or something, but this isn't exactly what we want. If you hit a character with a move you know to apply knockback on subsequent frames, but in reverse, the fact that a character is taking knockback doesn't tell you what move hit them. This works fine, but going backwards with that system doesn't work because you don't have a simple chain of cause and effect to follow. The replays normally work because the game saves your inputs and runs through them sequentially. You say other theatre modes have done this- what are you referring to? Remember that replays are not videos. I've already had a shot at explaining this in this thread, but basically it means you have to do more dev than expected.

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Young link smash ultimate frame data