melon_bread
Smash Rookie
- Joined
- May 29, 2012
- Messages
- 20
fun fact: Melon Bread actually has an attack if you wait long enough.
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Yeah, we actually encountered that.fun fact: Melon Bread actually has an attack if you wait long enough.
Yeah, I've been under the impression that the officiating has been pretty terrible. Hopefully OKC can get it together and pull out the win tonight, and then they might actually be able to win the last two games at home. I don't usually watch sports, though, so I don't really feel qualified to say anything.Oh btw, Miami is totally rippin' ya'll off. I'm not one to call officiating johns but gooooood night it's painful to watch such blatant disregard for the actual rules.
OKC all the way. Thunder rock.
I think I'm going to throw up. Reported you to mods. From SWF global rules: "Do not post content that is excessively vulgar Do not post content that is excessively vulgar, profane, graphic, or violent in nature." http://www.smashboards.com/announcement.php?f=108&a=276
I THINK Ganon's Fair has that range, but honestly I'm not sure. If it came out that fast and had as little down time as Jigg's bair, then I might be cool with that hitbox, but that...that's just not cool.Isn't that called his fair?
*insert troll face*
But srsly, if Ganon had that much range on his bair, I'd probably be a Ganon main since the game's inception.
what if take the ram dumps from advancing a few frames without toggling hitbox visibility, and compared the differences of those to the differences of those same frames(using save states)when you do toggle hitboxes?I wish Marth had... oh wait.
PABLOOOOOO!!! You've gotta start playing with us again man. The Almighty Vegafuse must return!
Honestly, I think that to make the next Smash good they should just hire the Project M team -- they've demonstrated more than sufficient competence in the field, to me. They really just need to take the best of Melee and Brawl, and maybe add in some other gameplay features that aren't tripping. I really don't know what to expect from "Bamco," though, so here's hoping to something good.
Anyway, here's a comparison of Ganondorf's fair and bair to Jigglypuff's bair:
Ganon's fair vs. Jigglypuff's bair
Ganon's bair vs. Jigglypuff's bair
In both cases, the absolute range is pretty similar, but Jigglypuff's hitbox easily extends further from her hurtboxes than do either of Ganon's hitboxes from his hurtboxes.
Also, I think this thread is pretty cool: http://www.smashboards.com/showthread.php?t=292603 . I think I'm going to make a thread in the Melee Workshop asking for hacking advice; I want to make an AR code that makes it so that hitboxes/hurtboxes are always drawn, but I don't really know how to go about doing so, especially since my first attempts at working toward a solution haven't yielded anything too terribly useful. That is, I ran Dolphin (the GameCube/Wii emulator I'm using) in debug mode and had it run Melee, and then I entered Melee's debug mode, entered a match and had it display the hitboxes/hurtboxes, entered Dolphin's Frame Advance mode (which allows one to play frame by frame, dumped the RAM, then advanced a frame while inputting the game command to un-render hitboxes/hurtboxes, advanced another frame so the command would take effect (I don't know why it apparently takes two frames to activate), and then dumped the RAM again. Now, what I was hoping to do with these RAM dumps is to look at the differences between them so I could pinpoint the region in memory that determines whether hitboxes/hurtboxes are drawn, and I did it in Frame Advance mode in the hopes of minimizing the changes to memory by restricting the memory span to two frames. However, when I used a hex editing program to compare the RAM dumps, there were just way too many changes in memory for me to experiment with in any reasonable (maybe several fully committed days is considered reasonable in this field?) amount of time; I haven't even been able to "next hit" click through all of the changes, there are so many. I have some other ideas to reduce the number of memory differences I have to examine, but, unless my hex editor program is more functional than I am currently aware, it may take some additional programming overhead on my part, which I suppose I would resort to if necessary but would rather avoid if reasonably possible. So, I'm first going to seek advice from people with more experience doing these sorts of things.
Lol, is Andy the one person I can could on to read my tech-rambling? I was actually thinking of doing pretty much what you just suggested, though. I'm going to take a good number of RAM dumps in each hitbox-visibility setting, and then filter out the differences in the difference dumps for each hitbox-visibility setting, and have a list of memory locations that remain the same for each hitbox-visibility setting, which must contain the memory location for modifying hitbox-visibility and which will contain far fewer memory locations I'm not interested in. Then, I should have an easier time looking for the memory location that toggles hitbox-visibility by comparing these stable-locations for different hitbox-visibility settings. I've decided that I'm going to write my own program to do all of the memory comparisons, because I don't know if there are programs that do this to do extent I want, and because I want more extracurricular programming practice. Plus, I think it will be fun, and maybe I could ultimately make it into something more sophisticated that I could release.what if take the ram dumps from advancing a few frames without toggling hitbox visibility, and compared the differences of those to the differences of those same frames(using save states)when you do toggle hitboxes?
You're in OK right now? If so (or not if so), Yawara is in Japan right now lol.Wow, pablo posted?! I better get in on this. Yawara, no johns this time, im in oklahoma for a week or two, so take some days off, and make some plans to round people up and hang out with your favorite former okie! I expect chris, josh, bryan, andy, and all you other fools to be there!
Dodge my missiles