2.2 KiB
Grind stick publication
The controller listener omitted the four grind intents consumed by the imported ActionGraph and MotionGraph. Neutral defaults therefore reached the existing grind twist, translation, stability and nose/tail physics controls regardless of stick movement.
input::grind_intentions::produce now translates the TU3 listener emissions from
Fill825999F0:
| Intent | Derived controller value | Native emission region |
|---|---|---|
| GrindBalanceX | minus left X | 8259ACF0..8259AD0C |
| PhysGrindTranslation | clamp(left X + right X, -1, 1) | 8259AD40..8259AD5C |
| PhysGrindStabilityNudge | left X | 8259AD5C..8259AD78 |
| PhysGrindUpDown | right Y | 8259AD78..8259AD94 |
Derived input words 7, 9 and 10 carry those axes. The listener saves right Y at stack offset 88 before reloading it into f21 for publication. Neither an extra dead zone nor a grinding-state gate is added here; the native listener emits these records whenever their individual value is nonzero. The action-intent map is rebuilt each tick, so releasing a stick removes its record.
The stock ActionGraph forwards the physics intents to the MotionGraph and applies its own mirror filter to GrindBalanceX in the grinding state. The MotionGraph attaches the physics attributes and feeds GrindControlFade. Existing consumers include boardslide translation, tip-slide stability nudge, and the 82D89F58 truck control feeding 82D40290 deck orientation. Nose/tail response depends on the grind family and current contact, rather than applying an unrestricted rotation to all grinds. No physical tuning changes are part of this patch.
Evidence: generated PPC from Skate3CustomEngineLayer and the imported stock graph
assets. Executable image default_82000000_011B0000.bin, base 82000000, SHA256
f4aa113eb541bfba03dbc108cf5ab43f58c965b20fa3b82f9c40938a0ad841c4.
The sum clamp constants at 8231A844 and 8216DEE0 are +1 and -1. Existing truck
orientation constants at 822F91E4 and 8208ECD8 were checked as -0.68 and +0.68.
Validation is compilation and source tracing only. In-game feel, transitions and stance combinations remain for the user's visual testing; this change does not establish complete behavioral parity of the surrounding grind implementation.