Todd Bonney
Smash Lord
- Joined
- Dec 17, 2005
- Messages
- 1,098
Done with Ganon. I'll do Luigi next.
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i was thinking about using thatI don't know anything about a 0 gravity AR code, but I do think that this trick could be used as a way to eliminate 100% of the hitbox drag. Just a thought.
Ditto this. What's the word for G&W's progress? I need to know him inside and out if I wanna make him low tier, lol.Shouldn't the initial focus of this project be characters who haven't already been covered in this thread?
well you could B turnaroundI'll send you everything and you can decide for your self, I hardly have any time for this and I'm a freshman in college. (Also G&W's nair takes up the entire screen, true story)
I can't get the zero gravity glitch to work like it does on hyrule in those videos, it just doesn't seem to work on tmario... if anyone gets it to work tell me if there's a trick. I'm almost done w/ M2 but couldn't get the glitch to work.
Also when I did it on hyrule he always faced left for no apparent reason... and they're supposed to face right. We could flip them I guess or just leave it by it kinda ruins the consistency
This is the plan right now, all the complex stuff for a later version. Gather all the frames now, and put them in threads, then once we have all the files the next step is to figure out how to code something organized to keep them in. I have zero programming knowledge so anyone who wants to step up is welcome.It could be, like, a later version or something, but with how extensive this project seems to be, I feel like having something that will never be out-dated/incomplete in any way would be really nice.
Ohhh, nice. I'm looking forward to it.This is the plan right now, all the complex stuff for a later version. Gather all the frames now, and put them in threads, then once we have all the files the next step is to figure out how to code something organized to keep them in. I have zero programming knowledge so anyone who wants to step up is welcome.
i msg'd him on youtube, his last sign in was 6 days agoI keep putting off uploading it (kinda a pain) Now that SuperDoodleMan's site is down its gonna be an ultra pain. I'll do it today if I can find that and by the end of the week if I can't. I'm gonna check google cache and hopefully someone downloaded all the excel spread sheets
appreciate the thoughtI have an idea for how you can make aerial hitboxes more accurate.
The problem with them right now, is that you're displaying them while a character is falling. This gives the false impression that the hitboxes are stretched vertically, which only occurs while a character is falling (as opposed to while they're rising, or at the apex of their jump).
To counter-act this, you can go to a stage like Hyrule Temple and do the zero gravity glitch, as seen here: http://www.youtube.com/watch?v=k3whkS3G8po
With this, you can show the hitboxes as they are without stretching due to movement.
I don't know anything about a 0 gravity AR code, but I do think that this trick could be used as a way to eliminate 100% of the hitbox drag. Just a thought.
i was thinking about using that
and in theory it seems like it could work, since the mario btt stage (the one we're using) does have ceilings on it...
I really like that idea. Any new ones I do will use that, and I'll try and faze out the ones with drag... awesome idea!
I'll send you everything and you can decide for your self, I hardly have any time for this and I'm a freshman in college. (Also G&W's nair takes up the entire screen, true story)
I can't get the zero gravity glitch to work like it does on hyrule in those videos, it just doesn't seem to work on tmario... if anyone gets it to work tell me if there's a trick. I'm almost done w/ M2 but couldn't get the glitch to work.
Also when I did it on hyrule he always faced left for no apparent reason... and they're supposed to face right. We could flip them I guess or just leave it by it kinda ruins the consistency
Step 1) Try loading the game with no AR codes active. Make sure you can just do a simple vs match or something and move the character. If this works fine skip to step 2
[collapse=If you can't open/load the game at all]1.) You probably didn't unzip the game file/dolphin emulator/something. If this is the case then your folder for dolphin will end .Zip, and your melee game file will end .RAR if either of these are the case you probably want to download a program called 7-Zip to extract the files[/collapse][Collapse=If you can't move the Character/get controller errors]If this is the case you will probably get a message saying something about GCN plugin error. This normally means you need to download a new version of Direct X (probably this one)
[/collapse]
Step 2) Can't get to the AR menu using the standard codes?
[Collapse=Adding new codes due to differen SSBM versions]Right click on the game -> Properties
Click the AR codes tab
Edit config button a notepad should open
Scroll to the bottom and add codes like this
$debug 1
00081472 08000000
024D473C 00000602
$debug 2
01CC2E1C 08000000
024D5B9C 00000602
$debug 3
01C46D0A 08000000
024D68BC 00000602
then save the notepad, close, tick debug 1, test it, if not untick, tick debug 2 etc.
[/collapse][collapse=Still not working?]
Try downloading the SSBM file again. I know for a fact that this code works with the SSBM from the download link (not the torrent) its the same one as the debug 2 above
$debug 2
01CC2E1C 08000000
024D5B9C 00000602
[/collapse]
Step 3)
[collapse=Life is lame! it still doesn't work/I get error messages still]PM me with screenshots/copies of the error messages you get or full details of the problem you are having. I'll do my best from there.[/collapse]
oh sh*t my bad D:appreciate the thought
but the following quoted posts are all about that glitch
In each thread there is an explanation that says why the hitboxes are stretched the way they are. The frames will also stretch differently for jumping up or running and shorthopping, theres almost limitless ways an attack can stretch so having it not stretch at all or only one direction all the time is best (letting it stretch up is the most consistant and easy to do)Btw, why do you need to worry about stretched hitboxes? There should be an explanation as to why it's like that, and there is almost no point in gameplay where you'll be at a situation where you're perfectly still in the air. If anything, there should just be a frameset for regular falling and FF'ing. But then, if we're doing that, we might as well add the still frames as well?
EDIT: Sign me up for Link? ?_?
your effective hitbox is still mostly the neutral hitbox, because chances are if you're falling while doing the aerial, the opponent isn't going to be falling as fast as you (unless you're some really floaty character that can't fall fast).Btw, why do you need to worry about stretched hitboxes? There should be an explanation as to why it's like that, and there is almost no point in gameplay where you'll be at a situation where you're perfectly still in the air. If anything, there should just be a frameset for regular falling and FF'ing. But then, if we're doing that, we might as well add the still frames as well?
EDIT: Sign me up for Link? ?_?