Is there a download for the normal files of 4.0 ver 3? I want to add my own Marth skin with GCRebuilder, but I can't do so with this download. It also doesn't work on Mac.
Create the ISO with the patch and then open it with GCR and replace files. Go back a couple pages for Mac solution.
Could there be a toggle for luigis endless wavedash?
WAT
Is it really that much more complex than survival DI, programming wise?
Down + Away would be a great start! And much appreciated.
But making it more nuanced than that is out of the question?
If it is just Down+Away the no, it's not more complex. I'll think about adding this in the future. Making it more complex is not out of the question, but my thoughts on Combo DI would have been something like "getting hit by this attack and it's sending me up and away, let's DI in a little further than normal because I am playing Ganondorf and he is garbage. Good thing I am not playing against Fox because I would had to have DI'ed that much further away, which would have put me off stage and in a bad spot." I'm trying to keep things pretty general at this point, so Down+Away is probably a good start.
Hey Achilles, will the next beta have all the fix's that you've made as well? (Such as the fix for Hyrule Castle 64)
Yes.
On the topic of DI options, I noticed that the survival one doesn't work with everyone's throws. I haven't tested it extensively but I know for example that it doesn't work with Fox's upthrow but it does with Falcon's upthrow. I don't know how it's programmed (whether it actually tells the CPU to DI up + towards the opponent or if the parameters of "survival DI" already exist as a function in the game's CPU coding and are simply being called on to override the other DI options 100% of the time when the option is toggled) but I'm guessing that it doesn't work with moves where DIing inward would actually be considered survival DI, seeing as how Fox's upthrow sends straight up so there's no inherent survival direction. So technically it's not doing anything wrong in that it is still using 'survival' DI whenever applicable, but there are other situations where it would be nice to have inward DI enabled. Hopefully this wouldn't be too complicated of a change.
I was looking forward to using it with Fox's upthrow to practice frame perfect buffered smash turns on 0/low% chaingrabs vs Fox and Falco DIing in since it takes a lot of practice, but it seems to just use random DI in this situation. Also, a down + away DI option would definitely be great.
Edit: well, I guess the option I was hoping for wasn't even survival DI (up+in) in the first place, since you'd want the DI to be straight in for that. So what I'm really saying is it'd be cool if several more options were included in the CPU DI options: in, in+up, away, away+down, etc. But I understand if that's too much to ask.
Survival DI pulls the attack angle from the move that is hitting the character, and then DI's 90 degrees perpendicular to that attack angle inwards to basically always get the maximum 18 degree velocity trajectory change. For attacks that send opponents straight up at 90 degrees, it randomly chooses hard left or right. My thinking here was that the CPU will more than likely stay alive from either left or right DI when being sent straight up, so I'll just keep the human player guessing a little bit. Iirc, it does this for 180 degree attack angles as well, although there will be a lot more situations in this case where randomly going left or right is not optimal. I'll continue to think about adding other DI options.
Something that'd be neat is to be able to change the text colors on the debug menu,(Change the green and white) since you can change the background of the text box's.
Maybe also have an option in the extra menu to have it to where you can have all the debug menu settings to their default? That way if you mess with too many things you can revert everything back to how they were when you first installed 20XX
Possibly on the Debug Menu colors. The "reset to default" feature is a must and something I've been planning to do. But I'm still waiting until my menus and corresponding default values are a little more finalized.
Achilles1515
Is there any reason you couldn't expose the directionality to us directly? I.e. make the DI an inputtable number corresponding to degrees from horizontal? It's less intuitive for the user but more powerful.
What would make it really intuitive is if you could read the control stick position during a certain set of button presses and impose that as the DI input.
This is a good thought. I like giving the player a lot of flexibility. A while ago somewhere on these boards, I talked about an idea to have the user specify a chain of DI inputs (which could be reset with loading a save state). I still want to do this.
Soooo.... who wrote the AI? It is genuinely better than vMelee.
I forgot to mention that I also made them always l-cancel and that Falcon gentlemans. So the answer to your question is me, lol. Oh, and I also disabled CPU taunting.
EDIT: DISREGARD THIS POST, I FIGURED IT OUT
Yo I've been trying to add custom music forever and I keep getting nothing. Yes I've been following
this guide but every time I start up my ISO and go to the music section of the debug menu, the list stops at 68.hps as if nothing has been changed. Are you only able to add one file at a time or does it work if you add multiple? I honestly have no idea why this keeps failing. The only thing I can think of that's causing this is because I'm using the 4.03b builder and then extracting the ISO rather than just creating it from scratch, though that doesn't make much sense either. If anyone can help me figure out why it's not working, I'd be really grateful.
Glad you figured it out. Something for everyone to keep in mind is that I'll be adding more default music to 4.0 in the future. So I'm sorry ahead of time if you have to reimport your custom music.
Yeah, I saw that mentioned a bit ago as I was reading through the thread. Thanks for your response, though!
On another note, I'm guessing that the upper limit of files you can remove from Melee would be the movie files and the trophy files. I'm not aware of anything else that's nonessential to gameplay. Is 1.46 GB the largest size that GCN games go? I've never seen a size larger than that for an iso, so maybe that's near the disc storage size. What I'm really asking is if iso size is really a limit here.
The Gamecube miniDVD can only hold ~1.4GB, so single Gamecube games are never larger than that. As far as booting a larger sized ISO,
it's possible.