Shadic
Alakadoof?
As compared to us arbitrarily picking a number for them?So the player get to decide how much they want a disadvantage at the cost of the tightness of gameplay?
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As compared to us arbitrarily picking a number for them?So the player get to decide how much they want a disadvantage at the cost of the tightness of gameplay?
Well, why do you think we're discussing it? It could be argued for the lowest buffer and what most resembles Melee. Also the argument of the benefits of higher buffer is already established.As compared to us arbitrarily picking a number for them?
Well it seems like there has been some progression, and I'm not sure when you'd recommend it be resolved. I guess you could say it would be better to wait for input from more Melee players, but the logic isn't going change. I'd just rather it not be left on the shelf.So sick of reading about buffer arguments. Since the decision has been made I say move on to something else.
So, umm...is it happening tonight? :oI might be setting up ProjectM for PCChris/Cort/Other cool peoples to play on Thursday...
If they start doing cool **** should I save the replay and upload?!
Phantom Wings said:Well, looks like it's time I cashed in my chips - whether I want to or not. I've been trying to look into this for you like I promised, but a particularly nasty bit of code has left things in a rather confused state. Regardless, it looks like today's the day that my USB Gecko has finally decided to stop working. It has been showing signs of wear for a while now including things like incomplete memory dumps, failure to write properly and corrupted screenshots so I can't say I wasn't expecting it. In any case, now Wiird can't detect it at all whenever I try and connect.
I'll leave you the two primary addresses I know so Vile or another hacker can finish it up for you and offer any advice that I can conjure off the top of my head, but there's not much more I can do to help beyond that.
Collision Coordinates(one set of many):
81259E24
0x14 X coordinate
0x18 Y coordinate
0x1C Z coordinate
This address is only valid using Mario during training (may require you to use FD)
The collision coordinates seem like a rather simple thing at a first glance, but the trick is that there are multiple sets of coordinates set aside for different scenarios. As the coordinate values get passed between each set in a seemingly endless web of referencing and re-referencing, each one evaluates their values and determines the appropriate action to respond with... . Additionally, these sets of coordinates are not specifically for collision, but also for other things such as model position, tag position, camera position, edge detection etc.
So far, my main process has been to sever the reference routine between each of the sets and then modify each one individually to see if any changes occur. This has lead to some mixed results as doing so also disables a few other essential functions needed to obtain accurate results.
I've only found one address that specifically reads the Y coordinate and has an effect on your standing/falling status but it only appears to occur at very specific times during actual gameplay. (by severing the references between the coordinate sets, those specific times become a whole lot more frequent)
8012B194
I have not yet determined exactly what this function does with the Y value that affects your status in relation to the ground, but I didn't have a whole lot of time to take a look at it at the time. I wasn't able to gather much, and the whole routine seemed to use some pretty obscure maths, so I can't say if this address is even accurate.
I'll try and fiddle with my USB Gecko for a bit to see if I can get it to cooperate, but in light of the recent symptoms, it doesn't seem to have a whole lot longer.
You're gonna make me cry, man...Kryal,Dantarion...Phantom Wings
Reverse ledge grabbing doesn't work like Brawl anymore. There still is reverse ledge grabs though.and plz no reverse ledge grabbing T__T. We want a more challenging way to edgehog, not just running off the ledge and Ta-da!
When edgeguarding with zamus does the down b jump allow her to RLG?Reverse ledge grabbing doesn't work like Brawl anymore. There still is reverse ledge grabs though.
You can't run off the stage and tap back to reverse ledge grab, nor can you jump off and RLG (I'm just gonna use RLG from now on).
RLG only happens if you use your second jump or from an upB. Basically, you have to turn around before you can grab the ledge from running/first jump.
already been doneQuestion: Is fox's bair going to be changed to the melee form again, or will it still be the brawl form?
i'm not so sure about this one....if i recall correctly, down-B doesn't let you pivot in the air so probably notWhen edgeguarding with zamus does the down b jump allow her to RLG?
The reason you can Falcon kick to knee at the moment (and i'm repeating myself) is because physics, Knockback and angles haven't been modified for most of the roster yet. Once most of the Major codes are done they will be looking into those details.I just remembered something from the last stream I saw...captain falcon's falcon kick to knee. That's just silly.
I don't think Project M should be as open to "new move ideas" as Brawl+ was, as it can mislead and point the project in the wrong direction. Let's just stay focused on Melee-fying Brawl.Also, ganon's warlock punch. We all know it sucks as it is, so wouldn't making it more effective help towards the cause of making a competitive game? Someone earlier suggested that it not be nearly as strong, but sHould come out much more quickly and be able to deflect projectiles. I really like that idea. Ooh, how about deflecting projectiles at x2 speed? That'd be tight. Again, what are your thoughts on that?
http://www.chollogame.es/epages/61488288.sf/es_ES/?ObjectPath=/Shops/61488288/Products/ngc_usbgeckoThey stopped making them. If you can find one online, go right ahead (but it'll probably be well over $60).
Because you'd be able to airdodge and still RLG. You're also forgetting characters that don't have a freefall state from upB (Ike for example). It would just make more sense if the only time you can RLG is when you're at the peak of your upB.Guys, i had an idea about reverse ledge grabbing: why not leave reverse ledge grabbing ONLY during free falls? Cause some edges on brawl stages are just not fitted to be grabbed only facing them.
On other topic, i like the idea of mapping footstools to x/y(the one you don't use to jump) but I would also agree with you if you decide to remove them(I don't care much about footstools really, but they can make you a really nasty opponent if used correctly)
You can always map it to a different button, if you use both X and Y, you have L, R and Z left (I don't know about other people but i only ever use R for shield and R+A to grab, I never use Z anymore and L is always changing between a few different functions).Because you'd be able to airdodge and still RLG. You're also forgetting characters that don't have a freefall state from upB (Ike for example). It would just make more sense if the only time you can RLG is when you're at the peak of your upB.
I don't like the idea of placing Footstool Jumps on either X/Y. It may be unusual to some but I use both X and Y depending on what I want to do. I usually use Y for my B-button inputs and X for my A-button/c-stick inputs.