• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

Recent content by luckycharms14

  1. L

    Project MeleeModdingLibrary: A C library for modding SSBM

    You should check out the AI made in the tutorial. Since it completely overwrites the original AI, it will only respond to scenarios you tell it too.
  2. L

    Project MeleeModdingLibrary: A C library for modding SSBM

    This project was created to solve many of the problems I experienced when writing an AI for SSBM. In that project, I wrote an entire AI in C based on the ideas in this thread . The problem with doing things that way is that the linking step in entirely skipped. Many important things happen in...
  3. L

    Project MeleeAI - A better AI for SSBM (UPDATE: NOW WORKS FOR CONSOLE)

    It won't crash the game on any stage, just the AI won't work on non-legal stages so you would have to play against P3 or P4 CPU's
  4. L

    Project MeleeAI - A better AI for SSBM (UPDATE: NOW WORKS FOR CONSOLE)

    You have to play against Fox and and on tourney legal stages.
  5. L

    Project MeleeAI - A better AI for SSBM (UPDATE: NOW WORKS FOR CONSOLE)

    The bot doesn't do anything in neutral yet. It does DI, tech, jump out of hitstun, and recover intelligently. Something isn't right with the build if the CPU only does the default recovery (45 degree firefox)
  6. L

    Project MeleeAI - A better AI for SSBM (UPDATE: NOW WORKS FOR CONSOLE)

    It does work on windows, it sounds like you didn't use the .iso extension, whats the size of your output file?
  7. L

    Project MeleeAI - A better AI for SSBM (UPDATE: NOW WORKS FOR CONSOLE)

    Download the patch from the link you have, then follow the tutorial on the SD remix site for how to patch an iso. We both use xdelta patches so the steps are the same, just apply MeleeAI_patch instead of the SD remix one.
  8. L

    Project MeleeAI - A better AI for SSBM (UPDATE: NOW WORKS FOR CONSOLE)

    Ok, ya it won't DI throws yet... that will be in the next release. And Falco would be really easy to program so that should be done shortly.
  9. L

    Project MeleeAI - A better AI for SSBM (UPDATE: NOW WORKS FOR CONSOLE)

    Wait, the bot doesn't DI at all? Try shining fox with falco at 0%, fox should DI hard away
  10. L

    Project MeleeAI - A better AI for SSBM (UPDATE: NOW WORKS FOR CONSOLE)

    Would you like to be added to the communication group? Send me an email if you do.
  11. L

    Project MeleeAI - A better AI for SSBM (UPDATE: NOW WORKS FOR CONSOLE)

    That type of feature would only be available on the computer version of the AI, in which case you never have to write ASM or inject anything. I think that could certainly be done, but I'm also hoping to have an easy to use way for users to make custom behavior that is more general than just...
  12. L

    Project MeleeAI - A better AI for SSBM (UPDATE: NOW WORKS FOR CONSOLE)

    That looks awesome!! Seriously great work. Where should I add it? Just put it in the top post? I guess its a good idea to re-format the whole thing to look nicer
  13. L

    Project MeleeAI - A better AI for SSBM (UPDATE: NOW WORKS FOR CONSOLE)

    The emulator-based dependencies mostly have to do with getting input/output between melee and our program, which is external to Dolphin. That part actually doesn't effect the port to console, but is making the port to windows a bit involved. The port to console is difficult simply because there...
  14. L

    Project MeleeAI - A better AI for SSBM (UPDATE: NOW WORKS FOR CONSOLE)

    We are working on the port right now
Top Bottom