suggestion
Do you know what the difference is between v1.00's hitlag and v1.02's hitlag?
(hitlag of 1% attacks)
If you know different point, could you make a toggle for changing hitlag of "v1.00"<->"v1.02".
Excuse me, maybe I don't explain my thought well because of my bad English...
For example,
v1.02(current): samus' up-B and Upair, young link's up-B on ground and so on have 3-frame hitlag.
v1.00: they don't have 3-frame hitlag. only 1-frame hitlag and it's not "SDI"able.
If you can make a toggle for v1.02-hitlag/v1.00-hitlag, it's very awesome.
I'd like to do stuff like this eventually. I've been thinking about it...
Is there any way to make a toggle for custom colors and default colors of characters for all colors? The way you put it in was a skin for Fox,Falcon, and Marth that could be toggled by pressing L on a certain default color. Could I do this for every color?
Yeah it can certainly be done on every color. It would just take a whole bunch of code. And this is something I could totally do, I just need more code lines.
Would it be possible to add an effect to indicate if your character is linking moves on the first available frame? Like the l-canceling effect but for links.
For example when doing jab-->down smash with Doc I would like to know if my timing is right so I can practice doing it perfectly. It would be really useful for practicing aerial combos in general.
Maybe making the character flash a certain color when you are frame perfect? This could also be useful for practicing recoveries, like jumping on the first available frame after a falcon kick.
Also, I can't use in-game toggles when playing 1-player versus by forcing the stage select screen. Any ideas?
I tried in-game toggles last night with solo matches and it was working for me. This shouldn’t make a difference, but I was using P1. Are you sure you’re using the new DOL file? Try replacing it again. Anyone else having this issue?
It sounds like doing the linking thing would be really complex for having it work well with a bunch of characters. But I’m also not well versed on [possibly necessary] frame data/ action states for a lot of these situations. In your example with jumping immediately after falcon kick, would if you were 1 frame late, would your character be in the “fall” action state during that 1 frame? And if you were 1 frame later after doing a jab à d-smash, would your character be in the “stand” action state for that 1 frame? (you can test this in Develop Debug Mode using Y+D-Pad Down in-game)
Assuming the answer to those questions is yes, I could do color overlays if your character is in the “stand” or “fall” action states which would be able to show if there were any missed frames between actions…right?
I think my browser is messed up I can't tell what that less message was to update the iso file. I would really like that L cancel fail option. When I attempted to update it in GCR 1.0 it said done tried to load it onto the wii and the dolphin emulator. Sadly it didn't give me the L fail cancel thing.
So you are having problems updating the DOL file?
I'm having some trouble with the random teching. I'm using the latest version but it seems like I rarely see a tech in place when the CPU is Fox/Falco, but techs in place all the time when it's Falcon. Is there any reason reason it may be character dependent?
The byte that I look at to produce “randomness” seems to be influenced by characters/character actions or something. Look at page 20 for a more detailed response on this stuff. Try changing Falcon’s CPU level (try 6 or so).
"Extended Name Tags" is awesome.
I found that it's NOT "up to 8 characters" but "up to 16 bytes".
We can combine 8-character name with another 8-character name.
Result: a 16-character name
I couldn't combine with 16-character name with another tag.
btw,
Japanese Hiragana and Katakana are 2 bytes characters, so Japanese characters can be used up to 8 characters (2byte x 8 characters = 16 bytes).
and I found a bug.
somehow, we can't combine 3 or 5-character name.
Are you somehow using lowercase English alphabet letters to get it to be 16 characters long?
But yes, the limit is 16 bytes.
After you have stored a name, you can only add it onto a name tag that is already at max [normal] length.