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Recent content by rmn

  1. rmn

    Completed Brawl style 363-deg Autolink angle

    Implementation of the Brawl-style autolink angle in Melee. Makes 363 degrees into a special angle which causes the knockback angle to match the attacker's direction of movement. Meteor cancelling is available if the resulting knockback angle falls within the normal Melee meteor cancel range...
  2. rmn

    Completed Glide toss codes (aerial + retreating grounded)

    I hooked into the function after it has already determined that you're throwing an item, and just needs to decide which direction. Enabling the C stick for item throws during rolls would be possible to code but just wasn't part of what I was working on. As for the Z button that was actually a...
  3. rmn

    Completed Dreamland whispy blows forever

    Very lightly tested but seems to work. $Whispy always blows [rmn] 04211434 408005AC Thanks to @Zauron for the no-wind dreamland code that pointed me to the right function to poke around in.
  4. rmn

    Completed Glide toss codes (aerial + retreating grounded)

    In Melee the first 6 frames of a roll can be interrupted with an item throw. However, the item will always be thrown in the direction the roll is moving. This has been referred to as a "glide toss" and is rarely used. (I think this tech or something similar is in Brawl but I'm honestly not sure...
  5. rmn

    In Progress Misc Character Codes

    $ Bowser can mash for height during aerial upB [rmn] C2135E34 00000009 48000010 4E800021 3F99999A 3FB33333 801F0668 540005AD 41A20024 4BFFFFE9 7C8802A6 C0240000 C0440004 3C008007 6000D508 7C0903A6 4E800421 80010024 60000000 00000000 You can adjust the vertical velocity increment per B press and...
  6. rmn

    Request Random Percentage on Load State (D-Pad Left)

    https://smashboards.com/threads/random-p2-percentage-on-d-pad-left.448086/
  7. rmn

    Completed Random P2 Percentage on D-Pad Left

    In response to a request by @jra64. When P1 presses dpad left, P2's damage will be randomized. To my knowledge, this code is compatible with 20XX's save/load state (it is executed after the state is loaded), but if you encounter a bug let me know. $Randomize P2 Damage on Dpad Left [rmn]...
  8. rmn

    Completed Add Frames of Armor/Knockback Resistance to Action States

    Fixed the bug I mentioned, and everything should work fine now. For Bowser and Yoshi's down B, they actually freeze on a single animation frame for their entire descent (and they use the same AS for the descent portion of down B regardless of if the move was initiated on the ground or in the...
  9. rmn

    Completed Add Frames of Armor/Knockback Resistance to Action States

    This replicates the knockback resistance functionality present in the later Smash installations, allowing the knockback from hits weaker than a specified threshold to be ignored (while damage is still dealt normally). Note that this effect is distinct from Yoshi's double jump armor, which is...
  10. rmn

    In Progress Rainbow Puff Bow (color cycle)

    Listed as in progress because I'd like to optimize the HSV->RGB conversion a bit if I can. It's a really long code as is, but it works. Makes Puff's bow costume cycle through hue at a a given rate, with some constant saturation and value.
  11. rmn

    Completed Taunt input during hitlag to play SFX

    Similar in effect to the various attack taunt inputs in PM. If you are the attacker, input taunt during hitlag to play whatever sound effect you have set up to play for that move. The sound can only play if the soundbank it's in is loaded, so you will only be able to access SFX for characters...
  12. rmn

    Completed Reverse Ledge Grab + Ascending Snap based on Action State

    This lets you modify, per-character-per-action-state, which direction the character is allowed to grab the ledge. It does not add ledge grab ability to action states that can't grab the ledge in the first place. Thanks @Punkline for the tip on how to store data inline with code. I've tested...
  13. rmn

    In Progress Frame Data Visualization Improvement v0.21

    The loop counter is great info. I'll look into using that as a basis for making the next iteration of this code a lot more compatible. I think GXSetZMode might use the same constants as this for argument 2. (The bits of sysdolphin source from Killer7 use the same GX_ constants.) 7 definitely...
  14. rmn

    In Progress Frame Data Visualization Improvement v0.21

    I wasn't able to reproduce your bug (Dolphin 4.0-9371, no other codes enabled). Not sure what's causing it. That data table sounds like a really good idea! I'll have to use that method when I rewrite this and clean it up. This was my first actual ASM project and I didn't originally intend to...
  15. rmn

    In Progress Frame Data Visualization Improvement v0.21

    Modifies the existing hitbox visualization in SSBM's Develop mode as follows: Hitboxes display knockback angle Hitboxes are always drawn on top of hurtboxes Hurtboxes are always drawn on top of character models and sword trails Hurtboxes change color to indicate IASA and autocancel windows...
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