Still playing/testing
The new accels animations and the tunning possibilities this code opened again is absolutely wonderful. Well, at least for my eyes for sure

If only the defensive AI was little more puck aware, oh well. They are so stupid at times, it makes you yell on TV sometimes hah.
But thanks again! This was the most lovely Christmas gift I received this year

Glad it's worked well so far.
I checked the cross-over and it'd take some time to figure out. There's a code section that only runs during cross-over, but the values don't seem to affect the speed, so I'd have to find that.
Interesting!
Do you think it affects anything else? Hm, everything might be useful

Not finding anything worth reporting. It just breaks things. Do we have a global max speed value we modify? I forget.
Haha, who would think that this one will be such a pain and challenge, isn't that true?
Yes, we slowed down this animation with the all-around/global animation code. I'm currently at work so don't have access to the list with all codes, but I'll look in this thread for this code if needed?
It should be this one:
$Animations Main
C2afdba8 00000003
3D608000 C00B1810
C03F0024 EC210032
60000000 00000000
C2AFDB9C 00000003
3D608000 C00B1810
C03F0024 EC210032
60000000 00000000
Also found this your post, if this help:
"Hmm, I see it now. They keep both hands on the stick when at half-push max speed. I don't need more.
I thought this might tweak the max speeds, but instead it just changes the animation speed of the max speeds. I think you were asking for this.
$Max Speed Animation Only
C2B6F550 00000003
EC210028 3C808000
C0441804 EC220072
60000000 00000000
04001804 3f000000 //Float
$Half Push Max Speed Animation Only
C2B6F4A4 00000003
3C808000 C0441808
EC220072 38800000
60000000 00000000
04001808 3f000000 //Float
The float save location might conflict with other codes again. If we get too many codes I can look for game memory to hijack and place the values in."
Hmm is that just the animation or does it change movement speed too? It'll take me awhile to figure it out. All the values we got for accel stuff don't seem to affect it.
That's a good question. What we need is to make the cross-over animation visually faster. It might be a good thing if it affects the movement itself too. I'm just not 100% sure without testing it in the gameplay environment.
The "Animation main" code affects the cross-over for sure.