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Thats fine, RA-Float type is the only one that actually doesnt cause the game to crash lol.Do you still need that code, btw, shanus? Also, you realise the one you provided uses Hex values, not float values?
Can you keep them private on youtube and first share them with me on there (shanus19 is the username). Because this project has such high expectations, I actually want to keep the footage limited until its more refined to keep judgements limited. Maybe 1 or 2 matches total, but I'd mainly want to see it first.Will it be alright if I upload some of the matches I saved from today?
That's good, keep active on the other forum providing feedback and any other good stuff that comes to mind.eeeeh, it's k, I won't put them up. Anyways from what I played, everything ALREADY seems smooth.
This will be reaaaaaaaaaaaalllllllllllllllllllyyyyyyy successful.
Err yes, Yeroc is right. Just horizontal stretching.I'd really urge against messing with existing stage sizes. We've been playing on them for 2 years now at this size, and if you change that it ****s up the existing platform metagames, but people don't think of things like that when they think they just want more horizontal room.
o.O Wouldn't that increase the platform's sizes? And does the current platform's metagame matter? We're redoing all the physics anyways, might as well have stage sizes match melee's.Err yes, Yeroc is right. Just horizontal stretching.
You could probably make that part of Port Town into a Melee ys. Maybe? Or a part of Delfino?im thinking of remaking a stage into melee's ys
but iunno which stage to build a base off of
When you do FD, can you remap its collision and graphical effects to how have the lip at all so it follows the melee structure of FD?only horizontal. got it. that makes life a bit easier
Probably not; my code will execute when it would add momentum anyway. Your best bet is personally adding in that momentum boost yourself on frame 1 (e.g. it writes the variable then adds something to their momentum as well or whatever).This sounds awesome. I wonder if this initial momentum setting will also address the issue with the current code that momentum isn't applied till frame 2. If it does, you killed two birds with one stone.
Technically my code has nothing that says it shouldnt start moving on frame 1, it just for some reason starts on frame 2.Probably not; my code will execute when it would add momentum anyway. Your best bet is personally adding in that momentum boost yourself on frame 1 (e.g. it writes the variable then adds something to their momentum as well or whatever).
The 1204 function seems to direct an animation where to go for some characters upB's, however we have never been able to replicate its function on other moves yet. Has some hidden functionality, of sorts.Well then you should also modify the character's position on the frame you add the momentum?
Yep, there is a version in common3.pac as well. Great idea on the variable set Magus for the PS window timer, I like that a lot and I'll make a code for it.Ok, so I went and checked out fighter.pac for the 1st time, lol. I was looking at shield related stuff, and this was my understanding of some things there. Dunno if it's helpful.
IC-Basic[23076]->RA-Basic[0] . . Guard-On timer. <=0 to allow Guard-Off. A powershield will set it directly to 0
IC-Basic[23078]->RA-Basic[1] . . Powershield window timer. >0 to get PS
IC-Basic[23081]->RA-Basic[2] . . Dash/Turn grabs related timer
IC-Basic[23079]->RA-Basic[3] . . Timer following a successful powershield for IASAable Guard-Off?
??????????????->RA-Basic[5] . . (1D)Guard-Dmg: Shieldstun timer? Only thing that ticks in Guard-Dmg, and ends when =0. Don't know how it gets set
IC-Basic[23080]->RA-Basic[5] . . (1C)Guard-Off: Guard-Off timer. =0 to allow interrupt
RA-Basic[5] seems to come out of nowhere in the Guard-Dmg action and is used as a timer for when it ends and changes to Guard or Guard-Off. The only time that variable is set to something that is not a simple value in fighter.pac is in the Guard-Off action where it's used for what looks like the shield drop lag, and I don't see how you'd be going from Guard-Off to Guard-Dmg >.>
Would you be able to replace this in action 1A:
Basic Variable Set - IC-Basic[23078], RA-Basic[1],
with this...
If Button Press: 3
Basic Variable Set - IC-Basic[23078], RA-Basic[1],
End If:
so that the PS window timer doesn't get set if you go into Guard-On as a result of button pressed and not press?
Also, what's up with what looks like an identical copy of fighter.pac inside of the common3.pac? Which one does the game use? If it's that one people could also modify it through the file replacement code if they wanted.
No Powershield Buffering and Powershield Reflect [Shanus, Magus]
4A000000 90000000
1619AA10 00000090
00000006 00000030
00000000 00000003
00000000 00000003
00000000 00000000
00000000 00000002
00000001 0000EA60
00000000 00000000
00000005 20000001
00000002 9019AA58
000A0200 9019AA10
12000200 80fb0bdc
[B][COLOR="Red"]06170300 9019AA20
00010100 9019AA38
06040000 00000000[/COLOR][/B]
000E0000 00000000
12000200 9019AA40
000F0000 00000000
00080000 00000000
06fb0c5c 00000008
00070100 9019AA50
No Powershield Buffering and Powershield Reflect [Shanus]
4A000000 90000000
1619AA10 00000090
----DATA START------
00000006 00000030 If Button Press 3
00000000 00000003
00000000 00000003 Reflect
00000000 00000000
00000000 00000002
00000001 0000EA60 Synch Timer 1
00000000 00000000 Set RA-Basic 1 = 0
00000005 20000001
00000002 9019AA58
---COMMANDS START----
000A0200 9019AA10 If Button Press 3
12000200 80fb0bdc Set RA-Basic 1
06170300 9019AA20 Set Defensive Collision
00010100 9019AA38 Synch Timer: 1
06040000 00000000 Terminate Collision
000E0000 00000000 Else
12000200 9019AA40 Set RA-Basic 1 = 0
000F0000 00000000 End If
00080000 00000000 Return
----FIGHTER.PAC OVERWRITE---
06fb0c5c 00000008
00070100 9019AA50
Taking you up on that offer.EDIT: ALSO, FOR ANYONE IN THE WBR WHO WISHES TO TEST OR ASSIST WITH PROJECTM, PLEASE POST IN THIS THREAD YOUR BRAWLPLUS.NET USERNAME AND I WILL ADD YOU TO THE FORUMS THERE WHICH CONTAINS THE SVN DOWNLOAD INSTRUCTIONS