Bones0
Smash Legend
I think people want to see a video because the last video of Melee online had people teleporting and **** after about 15 seconds. If you really want to reassure people it works, get it to beta so we can play. lol
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Maybe I'll throw together a quick video screwing around with stuff like that. We can change positions, velocities, percents, stock, action state, essentially anything we want at will now.I just want to see the real-time jigglypuff position changing. lol
This x100.I think people want to see a video because the last video of Melee online had people teleporting and **** after about 15 seconds. If you really want to reassure people it works, get it to beta so we can play. lol
For some reason I feel like what you guys are doing -- editing the in game mechanics -- has been done before by people like Magus etc.Maybe I'll throw together a quick video screwing around with stuff like that. We can change positions, velocities, percents, stock, action state, essentially anything we want at will now.
You're right, this has been done. Controlling in-game mechanics is only a small part of what needs to be done for online functionality. Every value needs to be perfectly synchronized to the client with frame precision.For some reason I feel like what you guys are doing -- editing the in game mechanics -- has been done before by people like Magus etc.
Is there a difference as to what you guys are doing? Perhaps it's easier? Surpassing past hacking barriers/limits?
There is something called the random seed, a value in memory that changes every frame. The value can be literally anything from 0 to 4294967295, and it is completely unpredictable. The tiniest changes in the game can generate a completely different random seed. This seed is used to calculate every random event that occurs in Melee; it's the random number generator. Since we're playing online and running two copies of the game, those two copies aren't identical; the timing is slightly different, and inputs might accidentally occur a frame earlier or later.So the complete control over random events is nessecary so that if one of the games desyncs with the other, the emulator will make the two states identical? Or is it something more than that? Forgive me, I have little understanding of networking.
How is it betterThat looks a lot better than having to have a converter.
No; stage hazards are changed BY the random seed, though. The stage transformations on Pokemon Stadium, for example.do stage hazzards ever change the random seed?
We're using dolphin emulation pretty much in tact at the moment, but I've substantially altered and enhanced the netplay functionality. After the core functionality is established, we'll start streamlining the emulator until it plays melee as flawlessly as possible.Makes complete sense. So now desync should be nothing more than emulator crash or really bad connection. Also is this a custom emulator or a plugin.
Cool. What version of melee are you guys basing the work off, and will it matter if a player is using a different version? Or do you plan to have it optimize any version the player loads.We're using dolphin emulation pretty much in tact at the moment, but I've substantially altered and enhanced the netplay functionality. After the core functionality is established, we'll start streamlining the emulator until it plays melee as flawlessly as possible.
I meant aesthetically, lol.How is it better
Not usable on Gamecube
Have to get used to new controller
Limited to that controller for online (unless you want to buy more), while if you buy an adapter you can use any Gamecube controller you want
We only support version 1.02, and there will be a patcher tool to convert whatever version iso you have to what is required.Cool. What version of melee are you guys basing the work off, and will it matter if a player is using a different version? Or do you plan to have it optimize any version the player loads.
Haha. It's not urgent, I'm just looking ahead a little while Massive works on a couple issues. I'm fine on my own for the time being.Get this man some ****ing Assembly assistance, STAT!
(maybe add it in the thread title) :D
This is how I techskill half the time
Yes. We're also hoping to include an instant replay at end-game. I'm thinking about removing "GAME!" altogether so you have a couple seconds to spam tech skill after winning the match, haha.So will there be a REPLAY function like kaillera has?
GODLIKEYes. We're also hoping to include an instant replay at end-game. I'm thinking about removing "GAME!" altogether so you have a couple seconds to spam tech skill after winning the match, haha.
I'm thinking about removing "GAME!" altogether so you have a couple seconds to spam tech skill after winning the match, haha.
This is my biggest issue with meleeWhile you're at it, make the "GO!" in the beginning smaller and put it at the top (below the timer) so players can actually see themselves.
http://www.youtube.com/watch?v=2HJxya0CWco&feature=youtube_gdata_playerGuys how about if you don't waveland off the spawn platform at the beginning of the match you lose your stock.
We were brainstorming additional game modes for fun and training such as a "no roll mode" where you lose a stock for rolling. That won't come until later, though.Guys how about if you don't waveland off the spawn platform at the beginning of the match you lose your stock.
O these are addional game modes? Lol I though Geenareeno was talking about for every match. I failWe were brainstorming additional game modes for fun and training such as a "no roll mode" where you lose a stock for rolling. That won't come until later, though.
Um, is it seriously a big deal?If you're actually going to edit the visuals, please make the character icons the same as PAL (assuming you're going to use NTSC)...