Achilles1515
It would be nice, if you could turn the insane CPU off. Sometimes i just want to practice my combos and not have to spend all of my effort getting the grab. It also seems like for some reason, that even if I've chosen random DI, falcon will continuously DI sheik's ftilt up.
Achilles answered the first part of your question earlier in the thread, and I referenced that answer it about 4 posts above yours asking this question.
However, as mentioned above, you can change the CPU type under general settings for a desired controller port, but you can also set the shield affinity of the CPUs in general. At 100, any time you present a hitbox anywhere near them, they shield, even to the point where their shield is rendered useless (since they don't angle it you'll always poke once a high shield affinity cpu shields long enough) even to the point where it'll break. You still have to work for the grabs
a little in that case, so maybe setting the CPU type to something else is your best bet if you just want to run in, grab, and practice combos that way.
With regards to falcon always DI-ing sheik's ftilt up, are you comfortable with the reworked debug mode commands at all? You should be able to definitively view the DI input as well as the trajectory change as a result of it by looking at the floating point information (X+right on the dpad until you get to the port number of the cpu you want to look at, 1 for a cpu using player 1's port, and so on), and configuring it via L+(left or right) to select a floating point pair and changing two of them (via L+ up or down) to 'DI TRAJECTORY ANGLE CHANGE' and 'DIRECTIONAL INPUT - THIS FRAME' or previous frame, I'm not sure which at this point actually. If Falcon is always DI-ing up those values should read the same every time. I might do this at some point and post but it's a definitive method and you could use it if you wanted to.
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I was having the same issue on debian linux. For linux and mac the bash file/script file ending in .sh had windows return characters "\r". Basically that causes issues. I guess the file was made on a windows machine and the editor just added them in. Even after removing them the script did not work. I just did it manually. You already checked the MD5 sum so make sure you have xdelta3 installed and run the following command changing the appropriate parts at the end:
xdelta3 -f -d -s ssbm_1.02.iso 20XX\ 4.05\ xdelta\ patch.xdelta 20XX.iso
ssbm_1.02.iso is your vanillia iso and 20XX.iso will be the output file name. Also you have to put backslashes in 20XX 4.05 xdelta patch.xdelta. This worked for me.
Hopefully the script will be updated and fixed soon.
I'm on OSX & also have had this problem, the newline issue you saw (in vim I just used set fileformat=unix and then re-wrote the file), as well as an issue with the use of the command md5sum which is not a stock Mac application (though installing openssl command line utilities will give you md5 which can calculate sums of files), and assumes the output of md5sum when it pipes its output to cut.
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can you explain what the different CPU modes are?
there's obvious one's like evade and guard edge.... but normalish? freak?
there needs to be more documentation for this ABSOLUTELY REVOLUTIONARY patch!
I do agree that there needs to be more documentation (especially an FAQ due to how many people are asking variants of this question) of not just this patch but of 20XX
and melee debugging in general.
However, other than the NORMAL ai, most (maybe all, but I don't have a debug menu for vanilla melee open to double check the AI types) of the other AI types are the same as in vanilla 1.02 melee (accessible via the debug menu), so discussions of the different AI types can be found in notes people have made of the melee debug mode on various wikis, or on smashboards threads relating to melee, or more recently on reddit threads asking similar questions relating to 4.05. The 'obvious' ones have the same names as the training mode cpu modes, but some relate to AIs used in event matches, like the bomb pulling link ai, and the bomb dropping samus ai. Others are used during classic like the annoying ai which runs away from you all the time, or the cooperative ai.
But the long and short of what I'm saying is, there really isn't a good place, to my knowledge, where the individual cpu type behaviors are collectively documented at this time, but there should be.
EDIT: they are, lol, and achilles posted about it before
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So, I've finally decided to stop lurking in the shadows and create an account. First of all, many thanks to Achilles for this awesome patch. However, I'm having some trouble installing this patch. When I drag the vanilla file to the .bat file, a message saying "The has checking utility was not found installed on your system". Am I missing something here? Although it gives me the option to build the 20XX 4.05 file and ignore this message, when I run this file on dolphin, the emulator treats it as being the Vanilla file, no changes whatsoever. Sorry for being this stupid, as windows seems to be the most straightforward method to build a file for this patch, but I really don't know what I'm stuffing up.
I don't think you're being stupid at all. Is this the message you're seeing? Or is it different
The hash checking utility (CertUtil) was not found installed on your system.
You can still skip the hash check and force the build anyway, if you'd like,
by pressing any key. (Or click the window's close button to cancel.)
the bat file should be creating a new 20XX iso (named "20XX 4.05.iso") in the directory it's run from (which it has to be run from to access xdelta3-x86_64-3.0.10.exe unless you have that installed somewhere in one of your computer's paths). is "this file" that you're referring to that new 20XX iso? When you have the ISO created by the bat file in dolphin, what's the md5 if you go to it's properties? To get that, open dolphin, right click 20XX in dolphin's game list, click properties, in the properties window click the 'Info' tab, at the bottom of the 'ISO Details' pane there should be an empty text field which says 'MD5 Checksum' with a button that says 'compute' next to it. Hit Compute, a popup will display with a progress bar and will close with the result being stored in the previously empty text box; the result should be "51a29ae081ef69e6d9856d22e42777c5". If it's "0e63d4223b01d9aba596259dc155a174" for some reason your ISO wasn't patched at all (that's vanilla 1.02). If it's anything else, if you got an error, or if that text box doesn't exist in your version of dolphin, please post either the non-matching md5 hash, or the error you saw. For completeness, and if your dolphin doesn't throw an error when calculating md5 checksums in the above method, make sure your personal archival copy of 1.02 (*cough* your legally obtained iso *cough*) has the md5 checksum of "0e63d4223b01d9aba596259dc155a174". If it has any other checksum you might have a 1.00 or 1.01 iso which can be confirmed either by comparing md5 hashes, or that the revision field of the info tab of the iso properties would be anything other than 2, but if it weren't 1.02, it might also might be a cause of your problems.
EDIT: ignore, you got it working
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