TTTTTsd
Gordeau Main Paint Drinker
Yeah I can't wait for the SDR integration into 20XX so I can practice vs. dynamic DI and all that stuff. It's the only way I'll be able to perfect my punish game with Pichu.
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MAAAAN. I gotta run an SSF2/Brawl Minus event on that day.In case anyone is interested, SDR Netplay tournament set for the 26th: http://challonge.com/SDRNAO1
Hey, are SDR and 20XX merging anything BESIDES the buffed characters? Like all the options and stage mods and stuff?I played 20XX 4.0 [super beta] with a few people the other day, and testing out the SDR chars. It was quite fun.
4.0 will have it's own stage select screen options. It works in a similar fashion, where the toggle is on the SSS itself.Hey, are SDR and 20XX merging anything BESIDES the buffed characters? Like all the options and stage mods and stuff?
In SDR:
- Alpha and Omega stage select screens, flip between the two with L and R
- (comparable to 20XX's alt stage page, accessed by pressing UP on the D-Pad at the Character Select Screen)
- More stage mods
- Like peach's flat, Omega mushroom kingdom, Mount Olympus, etc
- Alpha and Omega Random Stage Select pages
- However, when Stage Selection is set to Random, sometimes Alpha stages will be picked that were not set to ON in the Alpha page. This leads to undesirable stages being selected sometimes.
In 20XX:
- Endless Friendlies
- Results Screen skip
- Tap Jump disable based on controller port
- In SDR you either have it on or off for everyone
- Screen Rumble disable
- Color Overlays
Also thanks for all the work y'all put into these
Thanks, you're boss4.0 will have it's own stage select screen options. It works in a similar fashion, where the toggle is on the SSS itself.
AFAIK, new animations are impossible to make in Melee for now. There are animations from other moves that are used in some move changes, for example: Ganon's new uptilt uses an animation from his side B.Does SDR feature any new animations?
Glad you found the solution but you must start with an unmodded ISO (even textures).I keep getting "target window checksum mismatch: XD3_INVALID_INPUT
I have made sure i have the right melee iso. Im using 1.02 ntsc and the md5 value checks out and im using the right patch but its still happening always.
Edit: i had to rip my melee iso again and it worked for some reason. idek
Yeah it was because of textures. I was gonna use sd remix while i work on my skin pack. I have a question though. Is this open to suggestions? cause i have one. Would it be possible to add an extra grab hitbox to bowser closer to his body so this doesnt happen?Glad you found the solution but you must start with an unmodded ISO (even textures).
(1000th post hype)
_glook I'm surprised these weren't included. Here's the static overwrites if you want them:Can I request that Sound Test be unlocked by default in the full build so we can have access to the awesome music? Mostly for FD and...well, any stage with alternate music, really. I find it kinda weird that it's not avail by default (unless this is a specific issue I'm unaware of)
Thanks, I'll add it to the todo list._glook I'm surprised these weren't included. Here's the static overwrites if you want them:
Gecko:
$Unlock Alternate Music Toggle [Myougi]
041644E8 38600001
041648F4 38600001
04164B14 38600001
DOL injection:
Unlock Alternate Music Toggle (All human players must hold a trigger for alt music on acceptable stages during stage selection) [Myougi] (1.02)
@ DOL 0x1610C8 replace 38600000 -> 38600001
@ DOL 0x1614D4 replace 38600000 -> 38600001
@ DOL 0x164B14 replace 38600000 -> 38600001
Sure, I'll add it to the todo list.Can I request that Sound Test be unlocked by default in the full build so we can have access to the awesome music? Mostly for FD and...well, any stage with alternate music, really. I find it kinda weird that it's not avail by default (unless this is a specific issue I'm unaware of)
My only issue is that when I went to do the DOL injection, this line didn't exist. 0x164B14 wasn't 3860000. Otherwise the other ones worked but this one doesn't seem to be correct.@ DOL 0x164B14 replace 38600000 -> 38600001
She forgot to convert the 3rd line into DOL version. You can see the first two are different, but the third is the same, which is a mistake.My only issue is that when I went to do the DOL injection, this line didn't exist. 0x164B14 wasn't 3860000. Otherwise the other ones worked but this one doesn't seem to be correct.
I even checked a vanilla 1.02 DOL to be sure I wasn't going completely mad.
Sorry about that, I'm a doof sometimes.She forgot to convert the 3rd line into DOL version. You can see the first two are different, but the third is the same, which is a mistake.
Third is: 0x1616f4
There is no way to save previous Debug Menu settings in SD Remix. I am unsure about 20XX 4.0Is there anyway to have the debug menu load settings from previous session? Not a big deal if not savestates exist.
If there's enough interest, I can see about getting that functionality in, though. There should be some free space left in the memory card save file for random stuff like this.There is no way to save previous Debug Menu settings in SD Remix. I am unsure about 20XX 4.0
The good news is that it looks like the game is gaining support! If you can, try hosting some SDR tourneys around you and we can help make it even more popular.I absolutely love this, Ive been playing everyone,these buffs are serious. I wish this game had more support,this is another great smash collaboration
I'd highly recommend you to install SDR Lite and taking a setup to your local smashfest. Most people do not even know that SDR can be installed via memory card (like 20XXTE).The good news is that it looks like the game is gaining support! If you can, try hosting some SDR tourneys around you and we can help make it even more popular.
_glook , what did you do to resolve this issue? Was it an ASM code?Okay, I've finally gotten to the bottom of this.
It happens in normal Melee. If you run toward a slope and up+B into it, it will stop the up + B from happening. The reason why most people never noticed is because they never usually run into a slope to up+B into it. The thing is, Up+B in SDR has a higher initial horizontal velocity to help with recovery, so it is much easier to trigger the bug.
My first reaction was basically WTF.
Okay so after testing it in various different versions, here's what I've found:
This bug manifests itself in:
This bug does not manifest itself in (as far as I can tell):
- SSBM NTSC v1.0
- SD Remix 3.1
- SD Remix 3.2 * Worst in this version
It seems to be the worst in SD Remix 3.2, even when I revert the DOL back to v1.2, which means it's not a DOL change. Maybe something got corrupted.
- SSBM NTSC v1.1
- SSBM NTSC v1.2
- SSBM PAL
I'm going to do more experiments.
Current hypothesis:
The developers found the bug in the original NTSC that it happens on extreme inclines if you Up+B into them. They fixed it in v1.01, along with other Ganon related bugs. This is probably part of the reason why Ganon's character file is so different between v1.00 and v1.01, along with general cleanup done with the clone data in the PlGn file. The changes in v1.01 along with the character file changes combined effectively fixed the bug. However, SDR Ganon is based off of v1.00 Ganon, and so it doesn't have the changes made to v1.01 Ganon to fix the bug. Combined with the DOL changes to v1.01, using v1.00 Ganon as a base meant that what they did to fix the bug actually made it much worse without the PlGn changes.
That's my current thoughts.
This stage will look nice if he had it on sd remix or maybe the next update.
View attachment 74240
Zero suit samus is in that picture...The device I'm on won't let me merge posts:
I uh--would like to know where to find this stage to download >.>;
*Zooms in*Zero suit samus is in that picture...
Ok, so SDR 3.2.1 has a different PlGn.dat file than version 3.1?
That's the answer. When I was modding sdr for the first time, I kept melee's ISO open side by side in crazy hand. Changing the asynch timer was all it took for PlGnOk, so SDR 3.2.1 has a different PlGn.dat file than version 3.1?
Correct, he is the only instance, and it is specifically to fix the mentioned issue.Ok, so SDR 3.2.1 has a different PlGn.dat file than version 3.1?