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Project M -- Post if you'd like to offer assistance meleefying chars

shanus

Smash Hero
Joined
Nov 17, 2005
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6,055
We can probably transition to here soon DD, but for now having multiple threads to monitor all the different things at once is probably necessary.
 

Almas

Smash Lord
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Jul 6, 2008
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Do you still need that code, btw, shanus? Also, you realise the one you provided uses Hex values, not float values?
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
That trailer did a good job of highlighting the hype things without betraying too many of our still rough areas.

Nicely done!

I updated my schedule on the P:M boards. Shanus, any ideas from Dant / Yeroc / Magus on dead frame yet? Almas, how goes the AD? Cheers.
 

shanus

Smash Hero
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Nov 17, 2005
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Do you still need that code, btw, shanus? Also, you realise the one you provided uses Hex values, not float values?
Thats fine, RA-Float type is the only one that actually doesnt cause the game to crash lol.

Can you still manage to scale it? I definitely need the code though
 

shanus

Smash Hero
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Nov 17, 2005
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Will it be alright if I upload some of the matches I saved from today?
Can you keep them private on youtube and first share them with me on there (shanus19 is the username). Because this project has such high expectations, I actually want to keep the footage limited until its more refined to keep judgements limited. Maybe 1 or 2 matches total, but I'd mainly want to see it first.

You see how much analysis is going into that trailer? Any minor things in a match and it could make or break someone's interest in the project.
 

5ive

Smash Champion
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Mar 13, 2008
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USA USA USA
eeeeh, it's k, I won't put them up. Anyways from what I played, everything ALREADY seems smooth.

This will be reaaaaaaaaaaaalllllllllllllllllllyyyyyyy successful.
 

shanus

Smash Hero
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Nov 17, 2005
Messages
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eeeeh, it's k, I won't put them up. Anyways from what I played, everything ALREADY seems smooth.

This will be reaaaaaaaaaaaalllllllllllllllllllyyyyyyy successful.
That's good, keep active on the other forum providing feedback and any other good stuff that comes to mind.
 

shanus

Smash Hero
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i have a forum on brawlplus.net we used pre-wbr admissions.

Would you be able to make some stages larger (mainly the neutrals)? Would that take much time?
 

Yeroc

Theory Coder
BRoomer
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Feb 28, 2004
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In a world of my own devising
I'd really urge against messing with existing stage sizes. We've been playing on them for 2 years now at this size, and if you change that it ****s up the existing platform metagames, but people don't think of things like that when they think they just want more horizontal room.
 

shanus

Smash Hero
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Nov 17, 2005
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I'd really urge against messing with existing stage sizes. We've been playing on them for 2 years now at this size, and if you change that it ****s up the existing platform metagames, but people don't think of things like that when they think they just want more horizontal room.
Err yes, Yeroc is right. Just horizontal stretching.
 

DarkDragoon

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Dec 19, 2007
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AZ
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LordDarkDragoon
Err yes, Yeroc is right. Just horizontal stretching.
o.O Wouldn't that increase the platform's sizes? And does the current platform's metagame matter? We're redoing all the physics anyways, might as well have stage sizes match melee's.

im thinking of remaking a stage into melee's ys
but iunno which stage to build a base off of
You could probably make that part of Port Town into a Melee ys. Maybe? Or a part of Delfino?

-DD
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
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Hopefully I'll be working on your code tomorrow, shanus. I thought up a fun way to do it, which lets me set the initial momentum modifier. The data code will take the form:

00AAABBB, where 00 are unused, AAA is the initial value and BBB is the multiplicand. The value will be multiplied by BBB, then divided by 0x1000 (in HEX). This needs to be arranged by character IDs, with skipping IDs where there is no respective character etc. I haven't chosen a location, but it's fairly arbitrary anyway.
 

shanus

Smash Hero
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This sounds awesome. I wonder if this initial momentum setting will also address the issue with the current code that momentum isn't applied till frame 2. If it does, you killed two birds with one stone.

Epic stuff, Almas
 

shanus

Smash Hero
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Nov 17, 2005
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only horizontal. got it. that makes life a bit easier
When you do FD, can you remap its collision and graphical effects to how have the lip at all so it follows the melee structure of FD?
 

shanus

Smash Hero
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Nov 17, 2005
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As in the model itself. Like, are you able to just stretch that portion outwards on the model?
 

Almas

Smash Lord
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Jul 6, 2008
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This sounds awesome. I wonder if this initial momentum setting will also address the issue with the current code that momentum isn't applied till frame 2. If it does, you killed two birds with one stone.
Probably not; my code will execute when it would add momentum anyway. Your best bet is personally adding in that momentum boost yourself on frame 1 (e.g. it writes the variable then adds something to their momentum as well or whatever).
 

shanus

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Nov 17, 2005
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Probably not; my code will execute when it would add momentum anyway. Your best bet is personally adding in that momentum boost yourself on frame 1 (e.g. it writes the variable then adds something to their momentum as well or whatever).
Technically my code has nothing that says it shouldnt start moving on frame 1, it just for some reason starts on frame 2.
 

Almas

Smash Lord
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Well then there's probably a bug that you haven't noticed, or it isn't executing the way you think it is.
 

shanus

Smash Hero
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Nov 17, 2005
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No, we think the add momentum command adds it to the character, but doesnt take place till the following frame. In PSA if you say asynch timer, frames = 8, it takes place on frame 9 as an example.
 

Almas

Smash Lord
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Well then you should also modify the character's position on the frame you add the momentum?
 

shanus

Smash Hero
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Well then you should also modify the character's position on the frame you add the momentum?
The 1204 function seems to direct an animation where to go for some characters upB's, however we have never been able to replicate its function on other moves yet. Has some hidden functionality, of sorts.


Either way, I cooked up a new HAD code which is ready for use once your decay function is ready. Character will move for 28 frames today, and if it decays at 90% per frame will match melee almost identically.
 

Shell

Flute-Fox Only
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Feb 7, 2007
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Haven't talked about it too much. I don't see any reason to take it out... of course Kupo wants it out since it's not in Melee and apparently buffer only helps you.. :p
 

leafgreen386

Dirty camper
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Mar 20, 2006
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Playing melee and smash ultimate
It's a strange topic, since there were certain things that had a buffer in melee (getups, jumping out of hitstun, etc), while most things had no buffer at all. I don't see any reason to take out the optional buffers, though, since it won't really have much of an impact on things. Most of the more technical things in melee require you to be fast, and the technical challenge was in putting in your action fast enough. There were only a few things that were timing specific, most of which were either very easy with practice (wavedashing) or required multiple specific inputs, negating buffer (samus's SWD).
 

Veril

Frame Savant
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Jun 20, 2008
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Kent Lakes, New York
that's good, taking out buffer would only take away options and its not as though buffering is without drawbacks. Otherwise everyone would play B+ with 10 frame buffer and that's obviously not the case at all.

Also: I don't know how much you altered throws but I really would like to look into them at some point.
 

Magus420

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Ok, so I went and checked out fighter.pac for the 1st time, lol. I was looking at shield related stuff, and this was my understanding of some things there. Dunno if it's helpful.


IC-Basic[23076]->RA-Basic[0] . . Guard-On timer. <=0 to allow Guard-Off. A powershield will set it directly to 0
IC-Basic[23078]->RA-Basic[1] . . Powershield window timer. >0 to get PS
IC-Basic[23081]->RA-Basic[2] . . Dash/Turn grabs related timer
IC-Basic[23079]->RA-Basic[3] . . Timer following a successful powershield for IASAable Guard-Off?
??????????????->RA-Basic[5] . . (1D)Guard-Dmg: Shieldstun timer? Only thing that ticks in Guard-Dmg, and ends when =0. Don't know how it gets set
IC-Basic[23080]->RA-Basic[5] . . (1C)Guard-Off: Guard-Off timer. =0 to allow interrupt



RA-Basic[5] seems to come out of nowhere in the Guard-Dmg action and is used as a timer for when it ends and changes to Guard or Guard-Off. The only time that variable is set to something that is not a simple value in fighter.pac is in the Guard-Off action where it's used for what looks like the shield drop lag, and I don't see how you'd be going from Guard-Off to Guard-Dmg >.>


Would you be able to replace this in action 1A:
Basic Variable Set - IC-Basic[23078], RA-Basic[1],
with this...
If Button Press: 3
Basic Variable Set - IC-Basic[23078], RA-Basic[1],
End If:

so that the PS window timer doesn't get set if you go into Guard-On as a result of button pressed and not press?


Also, what's up with what looks like an identical copy of fighter.pac inside of the common3.pac? Which one does the game use? If it's that one people could also modify it through the file replacement code if they wanted.

 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Ok, so I went and checked out fighter.pac for the 1st time, lol. I was looking at shield related stuff, and this was my understanding of some things there. Dunno if it's helpful.


IC-Basic[23076]->RA-Basic[0] . . Guard-On timer. <=0 to allow Guard-Off. A powershield will set it directly to 0
IC-Basic[23078]->RA-Basic[1] . . Powershield window timer. >0 to get PS
IC-Basic[23081]->RA-Basic[2] . . Dash/Turn grabs related timer
IC-Basic[23079]->RA-Basic[3] . . Timer following a successful powershield for IASAable Guard-Off?
??????????????->RA-Basic[5] . . (1D)Guard-Dmg: Shieldstun timer? Only thing that ticks in Guard-Dmg, and ends when =0. Don't know how it gets set
IC-Basic[23080]->RA-Basic[5] . . (1C)Guard-Off: Guard-Off timer. =0 to allow interrupt



RA-Basic[5] seems to come out of nowhere in the Guard-Dmg action and is used as a timer for when it ends and changes to Guard or Guard-Off. The only time that variable is set to something that is not a simple value in fighter.pac is in the Guard-Off action where it's used for what looks like the shield drop lag, and I don't see how you'd be going from Guard-Off to Guard-Dmg >.>


Would you be able to replace this in action 1A:
Basic Variable Set - IC-Basic[23078], RA-Basic[1],
with this...
If Button Press: 3
Basic Variable Set - IC-Basic[23078], RA-Basic[1],
End If:

so that the PS window timer doesn't get set if you go into Guard-On as a result of button pressed and not press?


Also, what's up with what looks like an identical copy of fighter.pac inside of the common3.pac? Which one does the game use? If it's that one people could also modify it through the file replacement code if they wanted.

Yep, there is a version in common3.pac as well. Great idea on the variable set Magus for the PS window timer, I like that a lot and I'll make a code for it.

Additionally, you are correct, RA-Basic[5] is the shield drop timer. I altered it to equal 15 and it now has melee-esque shield endlag.


Magus, how much do you know about jab resets and the knockback I should be aiming for across all jabs? I know I need to fix the issue of being on the ground going into the get-up animation instead of lay, but I also need to fine tune jab knockback to better suit melee.

Additionally, I'm soon going to be programming crouch canceling (we have a variable which monitors your travel speed during hitstun), do you have a suitable benchmark on ideas on how to best implement CCing to be as close to melee as possible?

We had the idea of setting a variable during crouch, such that if you go directly from crouch to hitstun, we can allow IASA back into crouch if a specific velocity is below a certain threshold. Obviously not the same as melee, but I'm open to ideas.



EDIT: ALSO, FOR ANYONE IN THE WBR WHO WISHES TO TEST OR ASSIST WITH PROJECTM, PLEASE POST IN THIS THREAD YOUR BRAWLPLUS.NET USERNAME AND I WILL ADD YOU TO THE FORUMS THERE WHICH CONTAINS THE SVN DOWNLOAD INSTRUCTIONS
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
PLEASE TEST:

Code:
No Powershield Buffering and Powershield Reflect [Shanus, Magus]
4A000000 90000000
1619AA10 00000090
00000006 00000030
00000000 00000003
00000000 00000003
00000000 00000000
00000000 00000002
00000001 0000EA60
00000000 00000000
00000005 20000001
00000002 9019AA58
000A0200 9019AA10
12000200 80fb0bdc
[B][COLOR="Red"]06170300 9019AA20
00010100 9019AA38
06040000 00000000[/COLOR][/B]
000E0000 00000000
12000200 9019AA40
000F0000 00000000
00080000 00000000
06fb0c5c 00000008
00070100 9019AA50
The part bolded and red is the reflect portion of the code. If powershielding or normal guarding freezes, CHANGE EACH LINE OF THE RED TEXT TO Nop's, 00020000 00000000


For coders, syntax is:
Code:
No Powershield Buffering and Powershield Reflect [Shanus]			
4A000000 90000000			
1619AA10 00000090
----DATA START------			
00000006 00000030		If Button Press 3	
00000000 00000003			
00000000 00000003		Reflect	
00000000 00000000			
00000000 00000002			
00000001 0000EA60		Synch Timer 1	
00000000 00000000		Set RA-Basic 1 = 0	
00000005 20000001			
00000002 9019AA58
---COMMANDS START----			
000A0200 9019AA10		If Button Press 3	
12000200 80fb0bdc		Set RA-Basic 1	
06170300 9019AA20		Set Defensive Collision	
00010100 9019AA38		Synch Timer: 1	
06040000 00000000		Terminate Collision	
000E0000 00000000		Else	
12000200 9019AA40		Set RA-Basic 1 = 0	
000F0000 00000000		End If	
00080000 00000000		Return	
----FIGHTER.PAC OVERWRITE---
06fb0c5c 00000008			
00070100 9019AA50
 

Dantarion

Smash Champion
Joined
May 21, 2007
Messages
2,492
Location
Santa Barbara, CA
PS Reflect froze the game again....

























LOL It worked shanus. About time.
And the non-buffered PS thing works too.
Hype->youtube as I speak.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
woot, editing code to also put Magus in it since he deserves credit ^^
 
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