How can I set a color overlay for invincibility frames without going into hitbox mod?
Not a feature at the moment.
Hey is there an audition process for character hacks? I wanna submit a few (plus an updated Great Bay made specifically for this).
There is no audition process. Are you talking about costumes or moveset hacks? I think I mentioned this to you before, but a lot of the alt costumes in the Hack Pack are outdated because I wrote the alt costume code back in Jan. 2015 and haven’t changed the costumes since that point. A lot of good ones have been made since then, like that one Sheik vertex hack you did. I also just haven’t gotten to fully updating the third hacked stage select screen, which would use your Great Bay hack. In the meantime, please post the Great Bay update to the Stage Hacking forum - I'm interested to see what you've done. DRGN is helping me update the costumes.
DRGN
I actually have another question, what is the name Link's Zora Link costume in 20XX? I was thinking of replacing that one with this costume of dark link
Debug Menu --> General Codes --> Player Flags --> Subcolor : Black
I've run into a problem in both 3.02 and 4.05 where when one person picks Link, sometimes one or both players gets stuck at some percent, and no matter how many times they get hit, they will stay at that percent. After this occurs, for any match that you begin afterwards, either one or both characters will not get higher than that percent.
For me, the matchup it occurs in is Link vs Peach and Link vs DK. I don't exactly know how to reproduce it, but it seems to involve Link. From what I can remember, it happened in:
Link vs Peach (don't remember which version)
Link vs DK (3.02)
Link vs DK (4.05)
Is this a known issue? It could also just be my system. Using Nintendont
I've never heard of this. Sounds like the X+D-Pad Up toggle to freeze the max percent, but I've never heard of it automatically turning on. Let me know if you find a way to reproduce it.
4.05 gives me a black screen when launching using Dolphin. Tried both the xdelta and default methods. Any help?
Make sure cheat codes are disabled. If you ignored all your previous ISOs, downloaded the Root files in the OP and followed the README to generate your ISO....everything should work just fine.
Hey!
Is there a way to trigger the Fixed camera option on a replay? (20XXTE 2a)
As whims stated, this is the thread for the Hack Pack and not Tournament Edition. I can answer your question though, which is "There is not." A feature like that would cause desyncs if the game was recorded without a fixed camera. Once a character leaves the view of the camera, they start taking damage. If you used Fixed Camera when the game was recorded normally, character's damage would desync once knocked off the stage and then everything would likely be screwed up from that point forward.
Stage file Question: How do I change the texture of the stage on 20xx 4.05? On 20xx 4.05 the file system for some stages, Dreamland for example, has multiple files ("GrOp.0at" "GrOp.kat" "GrOp.rat"). Which file do I replace if I want a different texture. This is not a problem with vanilla or 20xx 3.02 iso.
http://smashboards.com/threads/the-...-update-3-17-16.351221/page-146#post-21051956
Achilles1515
damage persent isn't int ?
Ganon's full charge UpshiftS-Smash is 32%. But if ganon attacked twice, damage will be 65%.
BTW, I want to see 4-digit number damage.
Damage is 32-bit floating point and not an int. 4-digit damage would be an insane hack - not something I'm willing to spend the time to try and make.
Achilles1515
is there any way to add the "jump out of combo" functionality to AIs that are not Normal or Normalish? From my understanding only those two AIs have that behavior.
Thanks for all of the great work you've put in BTW! I finally updated after like two years haha
It's only Normal that has it, and there is not an easy way to make it apply universally yet. I'll try and add something like that in the future.
Achilles, how high up on your list is left/right smash DI from cpu's? Hax might not be playing anymore, but i and many other fox mains would greatly appreciate this feature.
I'm looking back into it. There's just weird nuances that present interesting challenges when making a "good" code for this.
I remember on an older version of 20XX I set a cpu to shield grab out of shield stun and could do nair -> grab with Falcon before theirs came out. I now am very sure that this shouldn't have been possible, can this be explained with some mechanic in how that toggle command worked?
Edit: I'm only talking about second hit of Falcon's nair, I would practice it while moving forward from a distance so first hit whiff.
It wasn't always a frame perfect grab OoS because 3.02 is garbage.
Achilles1515
I first off wanna say I spend hours every day using 20xx and I can't say how much I appreciate this amazing thing you've created.
I have a few questions:
Setting spotdodge to 100% after tech is the single best thing I've done for techchase practicing. It's seriously amazing, it's way better than the idea i posted here about having a sound or something play if you get a true combo techchase.
The new ai is awesome for practicing edgeguards and other things, but makes practicing pure reaction techchasing a lot harder.
The normal advice for this is to change the ai type to normalish, but that breaks the spotdodge function.
So is there an ai type that the spotdodge after tech will work with that I missed? I think I tried them all but might have missed some. If not could you add this functionality in? It would be huge for me and I've heard others say they want something similar on reddit. Especially the "stay" ai which is super useful for setting up these kinds of techchase practice routines.
Secondly, is there any way to find out about new 20xx developments? I find all this stuff super fascinating and would love to hear more about the features you're working on before they come out and the process behind making 20xx.
The only AI type that follows the techchase options is "Normal". It's going to take a little bit of re-structuring code to add this and other things (like jump out of hitstun) to all AI types, but there should eventually be something to allow this.
I imagine if the AI was set to Stay but could still use techchase options, it would be similar to setting shield propensity to 100 (so sitting in shield instead of Wait). Granted the CPU will still move around sometimes, but this can be usually be remedied with save states.
There is no way at the moment to know more about 20XX than what I post here. Compared to other people in this day and age, I live in a cave coding in the shadows and just throw my work into the light when it is "finished".