Presets, trick sliders and the values share one screen and one set of values, so a preset
cannot say "on" while a slider says otherwise. Every built-in preset is a dial (1 = the game's
own). Reset everything clears locks and trick sliders too. A player's grinds, pumping, climbing,
vaults and bails confirmed 56 more class values as read by the game (243 of 314).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018szL7EmApPZxh9GK4Phw6x
The game keeps much of its tuning in data-defined classes (push speeds,
everything on foot, dive and glide, bail speeds...). The trainer finds 24 of
them in memory by the defaults and field order the game's data ships and lists
their 314 values by name. Push speed now drives the push class's own speeds;
auto push, off-board jump height and wider trick height ranges come with it.
The Tune tab opens on a Realistic or a Fun short list. Built on ReSkate 1.0.7.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_018szL7EmApPZxh9GK4Phw6x
The game hands its auto push flag to the animation and nothing comes of it.
With it on, the trainer's push code now brings a rolling skater that is not
braking up to the auto push speed.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The game's trick scripts launch the no comply and the boneless through its
jump-trajectory setter; the trainer multiplies the launch speed there, told
apart by the physics states around the call. Pushing is scripted too, so the
push tuning values were never read: the top pushing speed is now applied after
each physics step, and push strength is hidden.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
The hippy jump's height is set by the game's trick scripts, not by the tuning asset (traced:
no tuning value is read for it). The trainer recognises one starting (riding -> off board,
rising) and scales the off-board upward velocity through the existing off-board velocity
path; a plain dismount is not rising and is left alone.
The jump read-out gains degrees of spin (and the peak rate) and of body tumble. The table of
tuning values the game reads now includes offsets seen in traced play sessions.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
JumpMaxHeight, JumpMinHeight and MaxSpinSpeed are not read by the game. Editing one now
scales the jump-height or body-spin graphs by the same ratio, so they work as plain
values; presets go through them. A preset reports the locked values it left alone.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Players changed values such as the Mode ollie heights and saw nothing happen: no game code
reads them. trainer_used.inc lists the asset offsets the code was found to read (the asset
pointer, the per-group accessors and the skater's mode pointer were followed); rows without
evidence are hidden by default and marked when shown. The Essentials list and the built-in
presets now only use values with evidence.
Switching one preset off keeps the values of the presets that are still on.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
All new code is in Extension/Trainer. The game thread owns the trainer's state; the menu
page only queues `trainer ...` console commands and reads two snapshots.
- physics_tuning_model keeps the field and curve names the game's EBX carries, so the
editable table is built at run time from the player's own data.
- physics_tuning exports game_tuning / read_live / write_live / refresh_skater, with the
same field whitelist and curve rules as the session sync.
- no_bail publishes the physics state the local skater's selector last chose (air time,
wipeouts).
- A guest under host tuning cannot edit; teleports follow the host's noclip permission.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>