Bones0
Smash Legend
Tbh, the only thing I really care about is infinite shield + auto-powershielding. Even if I have to use a second controller and hold down the trigger, it'd be priceless for PSing practice.
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Infinite shield exists already.Tbh, the only thing I really care about is infinite shield + auto-powershielding. Even if I have to use a second controller and hold down the trigger, it'd be priceless for PSing practice.
I'd rather just fix online play. Haha. If you're getting a desync from random events then it's also possible to desync by other means. A good sync means random will also stay synced. If you have questions then you can ask in the netplay thread.Request for a code that always does the same star K.O. animation (apparently different ones are different timings enough to cause desyncs in online play).
They probably create lag spikes because the effect is being added to the texture cache. After using the attack once, the lag spike should no longer occur. If you keep your build of Dolphin for a while then the texture cache will remain, and the problem should go away over time.All electrical attacks (knee, Ganon dair, Ness bair, Pika's anything) create lag spikes when you play Melee on Dolphin. Is there a code to disable this visual effect entirely? I assume it wouldn't be too hard to figure out (find where electrical effect is located and replace it with null, right?)
I don't really see the point because you can tell hitstun by animation. When they enter tumble, stand, or fall, then you know the hitstun is over.Can you do one where any character in hitstun changes color? (like the one for shield stun)
I figured I would bring up that this would be possible via hardware.Is there any way to make the CPU playback an action you recorded in Training Mode? Kind of like SF4's record feature.
I kind of doubt it but a lot of stuff in this thread becomes obsoleted or possible through that generic change (as long as they have a 2nd controller). It's an amazing learning tool for timings & such - learning to PS actual SHLs become way more practicable. You'd also be able to simulate basic pressure strings and practice getting out of the various basic windows. Learning CG escape timings also becomes more doable. And so forth. Generally neat tool.
Again, I doubt this is doable (especially since CPU behaviour seems to be the thing we know the least about) but I thought I'd ask. Maybe there's a way to bypass it by modifying the behaviour codes for various training mode settings? Like, Jump, Evade, Attack, etc. Just thoughts... I'm sure you've had them too.
Another question... is there any way to make the CPU DI actual attacks more consistently? There are some behaviours I know about but they're mostly related to throw & offstage stuff (and settings like "Evade"). And even then they don't seem completely consistent across characters - feels like a lot of moves or situations have specific responses built in for those specific moves or situations.
I'm mostly asking the DI thing for combo practice, but I'm not too invested in this idea... if you have a short answer for this then that's perfect. The record > playback input is what I'm really curious about.
These are possible but would take an unreasonable amount of work.Is it possible to give me some kind of color conformation if I wavedash oos on the first frame possible? I am super excited to use the white during shield stun thing, but if I had a way to know for sure that I was being as fast out of shield as possible, that would be even more awesome. Also, is there anything that would tell me if I did the lowest possible aerial?
Practice on Hyrule, or maybe Fourside (if you can grab the center ledges; I can't remember).Is there a way to make failing ledgedashing not take such a long time to die and come back? Methinks removing special fall after air dodge would do the job. That way you could grab the ledge again without the 5 annoying seconds it takes to come back after a failed ledgedash.
Yes. Also, Yoshi's...Fountain of Dreams doesn't lag on project M, but still do you really want to play teams on such a small level?
Oh yeah, I forgot about that. Still, it only gives you practice for right ledges, but whatever.Practice on Hyrule
I actually considered doing this for fun. Every action state has its own IASA function, and these can be modified to allow for these sorts of things. Not sure if I'll be doing this anytime soon, though, since I'm working on more important things at the moment.First off, thank you IE for your work. I must have spent a couple hours yesterday just playing with AR codes. It's all very exciting stuff.
My suggestion doesn't really fit the theme of helping training or ease of navigation, but it could be a fun change and should be possible to implement. How about the ability to cancel tilts into smashes? Or furthermore any combination of jabs->tilts->smashes->specials.
Excuse me if it's been suggested before.
I don't know how to do this off the top of my head, and the effort probably isn't worth it if you can just use debug anyway.Think it would be possible to create a way to select the Wireframes as playable characters? Not talking about the debug menu, just regular vs menu. They'd need to have their winning screen animations changed to prevent the game from crashing but that should be possible too.
Swap Jigglypuff with Giga Bowser (bopie64)
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