Jacskonsmasher
Smash Rookie
- Joined
- Mar 5, 2015
- Messages
- 1
Very hyped for the next update, eta maybe? <3
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Honestly, this wouldn't make wavedashing much easier. If the only difference between a normal wavedash and an EZ-wavedash is that you don't have to press L or R, then I don't see how that will help much.Is it possible to code in an "EZ-wavedash" command?
Like have either the X or Y button do a jump and on the first frame when the character moves into the air he/she does an air dodge immediately into the ground. Hopefully you can also make it so that you can adjust the length of your wavedash depending on your control stick angle (like doing a wavedash fake when you hold the control stick down).
Hey, they have an auto-L-cancel code for fun, why not an easy wavedash for fun?Honestly, this wouldn't make wavedashing much easier. If the only difference between a normal wavedash and an EZ-wavedash is that you don't have to press L or R, then I don't see how that will help much.
Trust me on this last point, it actually takes longer to learn when and why you use the wavedash than it takes to actually learn the technical aspect of it. You are better off not trying to take any shortcuts and simply buckle down and practice it. I guarantee that if you spend 10 to 15 minutes a day for a week you can probably perform the wavedash with a decent consistency, and then you can focus on learning when to wavedash.
It's not really "just for fun". Red flash on unsuccessful LCancel still works with Auto LCancel turned on. This lets you keep practicing your cancels, note your consistency, and still be able to practice comboing as if you were cancelling correctly. Basically it lets you start to develop your combo game while still learning to cancel, saving you time.Well if it's just for fun then why not have it so that you map one of the buttons to perform a wavedash and just accept whatever the control stick is to determine the trajectory?
Well if it's just for fun then why not have it so that you map one of the buttons to perform a wavedash and just accept whatever the control stick is to determine the trajectory?
Yep, I thought of that already.Hopefully you can also make it so that you can adjust the length of your wavedash depending on your control stick angle (like doing a wavedash fake when you hold the control stick down).
you have to replace the TyMapA.dat thats in your iso, just putting it on the USB wont do anything.Hey guys I have looked on the front page of this thread many times on how to change alternate costumes and I just can't seem to execute it.
Please feel free to tell me if I'm doing something wrong, I'd appreciate it so much:
Let's say I want to change falco' blue alternate costume
It's TyMapA.dat
I go to the MELEE texture thread, find a C9 FALCO costume for the blue falco, as directed by Achilles in the front page and download it
It's called PlFcBu.dat when I download it so I re name it TyMapA.dat and put it on the USB I'm loading 20xx from
I go in game, press L for the alt and then start a match, but it just sits on the stage select screen, doing nothing.
I'm lost.
Thank you so very much Goatlink!!!! One more question, very sorry. How do I exactly do that? I have a SSBM 1.02 iso and Gcrebuilder and all that junk so I would highly appreciate if you told me how.you have to replace the TyMapA.dat thats in your iso, just putting it on the USB wont do anything.
In GCR open your iso and then find TyMapA.dat. Right click it and choose import and select your blue Falco file.Thank you so very much Goatlink!!!! One more question, very sorry. How do I exactly do that? I have a SSBM 1.02 iso and Gcrebuilder and all that junk so I would highly appreciate if you told me how.
Thank you CeLL! It worked! I can't express my gratitude any further... I've been trying this for days... I'm so stupid haha. Thank you.In GCR open your iso and then find TyMapA.dat. Right click it and choose import and select your blue Falco file.
Personally I think this is a very, very sloppy way of practicing that would damage your execution as well as give you a false sense of your level of tech skill. L-canceling also isn't super hard, and it's much better to actually practice L-canceling in combo strings in which a missed l-cancel is a missed l-cancel.It's not really "just for fun". Red flash on unsuccessful LCancel still works with Auto LCancel turned on. This lets you keep practicing your cancels, note your consistency, and still be able to practice comboing as if you were cancelling correctly. Basically it lets you start to develop your combo game while still learning to cancel, saving you time.
Lol, it's funny you mention that because I was rewriting the in-game toggles about a week and a half ago and noticed that and thought to myself "wtf was i doing?...". It will be fixed in the next version. Thanks.I think I may have found a bug. I know other people have already discovered most bugs and they're known, but I didn't see this one listed in the FAQ or the relevant part of the OP, so I figured I might as well post it:
The invincibility in-game toggle (X+up) does not affect player 3.
World-changing, I know.
Ah, good! Yeah, it kind of seemed like one of those simple little brain fart moments. Happy ending, yay.Lol, it's funny you mention that because I was rewriting the in-game toggles about a week and a half ago and noticed that and thought to myself "wtf was i doing?...". It will be fixed in the next version. Thanks.
This is actually how I noticed the problem. I was playing around with the down-b toggle in the debug menu's "DEVELOP" mode (trying to figure out the pieces of info TCRF listed as "unknown;" one turned out to just be the handicap) and I accidentally hit up-x. But I noticed that P3's defense ratio didn't change like the others when I toggled it, so one test led to another and then I posted here.If anyone is curious, it is changing the defence ratio of each player to 0 to become "invincible".
Is your USB still in FAT32 and is the iso still in /games ?So I used to have the hack pack, but then I had to take out my usb and put the hack pack back onto my computer because I had to move some other stuff around and there wasn't enough room for both of them. I put the hack pack back on the same usb drive, but when I start up the usb loader in the homebrew channel, there's no 20XX hack pack. I checked and the files are on there, but it just doesn't show up in the app. Anyone got help? Thanks.
The iso is still there, yes. How do I check the formatting?Is your USB still in FAT32 and is the iso still in /games ?
right-click on the USB, property, it sould be visible directly in the "general" tab. If you didn't format your usb, it shouldn't be the problem.The iso is still there, yes. How do I check the formatting?
It says NFTS nest to "File System". Do I need to reformat it?right-click on the USB, property, it sould be visible directly in the "general" tab. If you didn't format your usb, it shouldn't be the problem.
BACKUP YOUR IMPORTANT FILES FIRST.It says NFTS nest to "File System". Do I need to reformat it?
Tons of new skins for EVERY character.any chance at some new sheik skins for the next release?
Why, in that case, not simply make them faster (mwf), and with a bigger disjoint (fwf), so they would have a better approach option, while being easy to KO themselves? (also, a slightly higher second jump would be nice to compensate for the lack of up-B). That would make them high-risk/high-reward characters like jigglypuff; easily knocked out but also capable of killing easily.giving them a second (double) jump is not possible. the game has some weird fail-safe that causes any number of jumps above 2 on non-multi jump characters to mean infinite jumps. so unless people want characters that are literally ungimpable, that isn't gonna fly. and even then, they'd just be weak ungimpable versions of falcon and zelda. hardly fun or even worth the trouble.
Definitely sounds like a perfect reason to implement a code similar to that of the input delay tester. Increment % damage for each missed L-Cancel. Increment P2 for every L-Cancel to get the total. That way, you can practice L-Cancel without an opponent before moving to actually having one.There are two things, one, you won't know exactly how many l-cancels you miss if your only indication is the flash. If you are so focussed to notice when you miss and when you don't based only on the flash then you aren't focussed enough on the other things you are doing.
Actually there is already a code to show the percent you L-cancelled on the results screen, but this just gave me the idea to make a code that if you miss an L-cancel, add like 2% or something to your damage, but still reduce the landing lag. I think I'm going to try to make this code tomorrow/Tuesday.Definitely sounds like a perfect reason to implement a code similar to that of the input delay tester. Increment % damage for each missed L-Cancel. Increment P2 for every L-Cancel to get the total. That way, you can practice L-Cancel without an opponent before moving to actually having one.
As of now, the plan is to make a robust music selection menu, where you can select each stage and choose a specific song to play on it, or have it randomly choose between a modifiable list of about 10 or so. Not sure on the exact number, but we’ll see. I’ve basically ignored music in the past because, I personally don’t see it being as important as training features or even alt costumes/things like that. It’s sort of last on my list. But now that we have the ability to add files to filesystem, I should be able to “rewrite” the file names in a way that will easily allow any song, including custom added ones, to be chosen for any stage.I have an idea for the next update. The ability to choose what songs will play in random music would be nice. But I guess it's probably not feasible atm?
There’s a million ways to skin a cat when it comes to l-cancel codes. And if you are truly modifying a player’s damage, then you need to address the difference between on-screen “displayed” percent and “actual” floating point decimal percent of a player.Actually there is already a code to show the percent you L-cancelled on the results screen, but this just gave me the idea to make a code that if you miss an L-cancel, add like 2% or something to your damage, but still reduce the landing lag. I think I'm going to try to make this code tomorrow/Tuesday.
@ Achilles1515 I can't run Dolphin right now so this is rather general but would it be something like this?
- Find where it compares that L-cancel byte you mentioned before to 0
- Replace that with a branch to my function in empty dol space
- In my function :
- do the comparison
- if it's greater than 0, branch back (?)
- (else) set the register with the L-cancel byte to something greater than 0
- load the damage from ram into a register (idk which, let's just say r0)
- addi r0, r0, 0x2 (add an arbitrary amount of damage, in this case 2)
- store the damage back into the ram
- update the on-screen damage display (?)
- blr
Maybe. I guess I just haven’t done it so that I have one synchronized code list for vanilla/20XX when testing and writing codes. But I guess I could do it for official releases. I’ll think about it.@ Achilles1515 do you think you could change the game id to something like GALEXX in the next update? Dolphin uses game id to choose a game in netplay so having 20xx conflicts with normal melee and is a large cause of desyncs. It would be a HUGE help and I don't think this hurts anybody.
If you could somehow use your mystical wizard powers to loop melee music files at any point that would be great. (even though that's almost assuredly not possible)As of now, the plan is to make a robust music selection menu, where you can select each stage and choose a specific song to play on it, or have it randomly choose between a modifiable list of about 10 or so. Not sure on the exact number, but we’ll see. I’ve basically ignored music in the past because, I personally don’t see it being as important as training features or even alt costumes/things like that. It’s sort of last on my list. But now that we have the ability to add files to filesystem, I should be able to “rewrite” the file names in a way that will easily allow any song, including custom added ones, to be chosen for any stage.
It’s one of the codes that I have been scheming about in my mind over the past few months, so I pretty much know exactly what I need to do. It’s just a matter of finishing everything else, as this will probably be the last thing I add to the new release. To go along with this….I really want to add in custom music from other smash games into the next vanilla release of the 20XX pack (which is why I’ve been inquiring the state of music hacks a little in one of the other music threads).
Can't this already be done? Reference to the "Custom Loop Points"If you could somehow use your mystical wizard powers to loop melee music files at any point that would be great. (even though that's almost assuredly not possible)
I used to edit my game directory on dolphin back and forth every time I wanted to do online or 20XX. Such a hassle.@ Achilles1515 do you think you could change the game id to something like GALEXX in the next update? Dolphin uses game id to choose a game in netplay so having 20xx conflicts with normal melee and is a large cause of desyncs. It would be a HUGE help and I don't think this hurts anybody.