CyberGlitch
Smash Journeyman
That code would serve little purpose.
Brawl+ as a project will either have a set buffer frame length, or one that can be adjusted in game somehow, not by controller ports. If four players want lower (standard) buffer, they should, and will get it.
A Controller ports based code is not the way to give this option. It'd cater to those who don't want the buffer. If you don't want it, disable it in your own system. Brawl+ is dedicated to reaching a standard, one that allows all characters to reach their potential. The buffer value chosen as standard should reflect this (2 frame buffer seems best).
I'm sorry if you feel offended by the hard opposition to VBrawl buffer, and the way individuals on this topic seem to look on those who favor it, but the goals of the project are clear. VBrawl buffer is a threat against progress made in Brawl+. I'd argue that 0, or even 1 frame buffer is the same sort of threat. I don't think we should require individuals to have frame perfect timing and they shouldn't have unintended moves. Good control doesn't just mean an exact and immediate translation of controller inputs to player actions. The experienced individuals in the back will collectively figure it out.
You aren't going to convince reversion to VBrawl buffer, this I know, but you always have the option of disabling buffer yourself.
Brawl+ as a project will either have a set buffer frame length, or one that can be adjusted in game somehow, not by controller ports. If four players want lower (standard) buffer, they should, and will get it.
A Controller ports based code is not the way to give this option. It'd cater to those who don't want the buffer. If you don't want it, disable it in your own system. Brawl+ is dedicated to reaching a standard, one that allows all characters to reach their potential. The buffer value chosen as standard should reflect this (2 frame buffer seems best).
I'm sorry if you feel offended by the hard opposition to VBrawl buffer, and the way individuals on this topic seem to look on those who favor it, but the goals of the project are clear. VBrawl buffer is a threat against progress made in Brawl+. I'd argue that 0, or even 1 frame buffer is the same sort of threat. I don't think we should require individuals to have frame perfect timing and they shouldn't have unintended moves. Good control doesn't just mean an exact and immediate translation of controller inputs to player actions. The experienced individuals in the back will collectively figure it out.
You aren't going to convince reversion to VBrawl buffer, this I know, but you always have the option of disabling buffer yourself.