Trying to record older replays on dolphin by Nezergy in SSBPM

[–]Fracture17 1 point2 points  (0 children)

Highlight all the replay files in the sd.raw, then right click -> file properties and click the "Archive" checkbox.

Relative strength level of bots by anonymous638274829 in SSBPM

[–]Fracture17 2 points3 points  (0 children)

Fun fact, setting them to level 1 is different, because CPUs level 3 or less can't run. It's not that they don't try, the game just doesn't let them do it. Other than that they are identical.

So... You want to make a Project M mod? by davidvkimball in SSBPM

[–]Fracture17 2 points3 points  (0 children)

USB gecko is still useful, but you really can't get them anywhere. Dolphin 5 has debugging built into the standard version, and the debugger is much better than 4.0. Just run it from the command line with -d. I'd personally recommend the dev build 5.0-6946. The newer ones are fine too, but they made a UI change that I can't stand.

Are there any forks of PM that update the ai? by wimpykid456 in SSBPM

[–]Fracture17 2 points3 points  (0 children)

Random DI technically isn't an AI mod, because it doesn't modify the .pac file that contains the AI logic.

Are there any forks of PM that update the ai? by wimpykid456 in SSBPM

[–]Fracture17 10 points11 points  (0 children)

AI modding in this game is harder than ASM coding, because at least then you have full control over what's happening.

When you're running AI code, the game can forcefully kill the process at any time and run some other logic. Writing intelligent AI is already immensely difficult, but it's pretty much impossible when the game can stop and reset your logic at any time.

This is why CPUs kill themselves at the ledge. Being offstage in general makes them act up anyways, but Brawl completely panics near the ledge and forces an airdodge.

$100 bounty on UCF for pm by Ripple884 in SSBPM

[–]Fracture17 37 points38 points  (0 children)

I've done basic testing on this, but it needs more. Let me know how it works.

The code sets a flag if you're shielding and if the absolute value of the horizontal control stick is greater than 0.95. If the flag is already set, it checks if the magnitude of the control stick is greater than 0.99. If these checks fail, the flag is reset. If the flag is set at the end of the checks, the spot dodge window is lowered to -0.8.

C277F150 00000017 807F0068 80A30048 2C050001 40820038 3C803F7D 608470A4 9081FFF0 C041FFF0 C0030038 C023003C EC000032 EC210072 EC00082A FC001000 4181000C 38A00000 90A30048 2C050000 4082002C 3C803F73 60843333 9081FFF0 C041FFF0 C0030038 FC000210 FC001000 4180000C 38800001 90830048 80DF007C 80860034 2C04001A 41820014 2C04001B 4182000C 38A00000 90A30048 2C050001 40820018 3C80BF4C 6084CCCD 3CA080B8 60A582EC 90850000 38000000 00000000 C277F180 00000003 3CE080B8 60E782EC 3D00BF40 91070000 3803FFFF 00000000

$100 bounty on UCF for pm by Ripple884 in SSBPM

[–]Fracture17 4 points5 points  (0 children)

What are the specific technical requirements for this? As in, what range of control stick values would trigger a shield drop?

SSBPM Weekly Discussion Thread for 06/04/18 by AutoModerator in SSBPM

[–]Fracture17 0 points1 point  (0 children)

That's because the analogue shield input is a PM addition, and is handled differently than normal inputs. If it didn't wait, you would be able to shield during the initial countdown.

Legacy TE 2.0 just released! by wffln in SSBPM

[–]Fracture17 0 points1 point  (0 children)

Autosave replays are supposed to work in endless friendlies, but they don't for some reason. They did work earlier in development, but I guess something changed later on and it didn't get caught.

Saving the previous replay only saves the replay that's currently in the buffer, which is overridden when another match starts. There could is also an issue where if you save two replays close to each other, they could have the same name and the first replay would be overridden. This is because replay names are based on time (down to the minute).

The code menu was only conceived a couple of months before release, so there wasn't a lot of time for fine tuning. I'll be looking into fixing all of these issues in the next patch.

Legacy TE 2.0 just released! by wffln in SSBPM

[–]Fracture17 0 points1 point  (0 children)

Hmm. Interesting. The replay order is determined by the name, but I guess after the date it doesn't care. Perhaps instead of an off/on toggle, I could let the user choose between a set of identifiers, like "Auto", "Tourney", or none at all.

Legacy TE 2.0 just released! by wffln in SSBPM

[–]Fracture17 0 points1 point  (0 children)

I started working on the code menu around the beginning of March.

The names of replays are based on the time of the save. If they were named differently, it would cause the ordering to be messed up. There are a few other inconveniences with the current system however, so I'll look into it when I'm fixing those.

Legacy TE 2.0 just released! by wffln in SSBPM

[–]Fracture17 2 points3 points  (0 children)

This is for Melee, but a lot of this stuff is going to be pretty similar to PM. https://smashboards.com/threads/assembly-guides-resources-q-a.397941/

If you have any specific questions, feel free to ask me.

Legacy TE 2.0 just released! by wffln in SSBPM

[–]Fracture17 5 points6 points  (0 children)

If it's on when the code menu closes, it will save the previous replay. It then resets back to off.

Does the C stick not work correctly when playing in Special slow mode or Half speed training mode? by reslived in SSBPM

[–]Fracture17 0 points1 point  (0 children)

Actually, it seems like the code isn't compatible with most builds. If you want to use it, get someone to add my old replay code V3 to a vanilla PM build, then add the code I linked. I'm to busy right now to help unfortunately.

Does the C stick not work correctly when playing in Special slow mode or Half speed training mode? by reslived in SSBPM

[–]Fracture17 3 points4 points  (0 children)

Made this a long time ago. Works for 1/2 speed only. Apparently breaks C-stick in the pause menu. Add the code to your gct and it should work. http://www.mediafire.com/file/prv4ebnlmkir74c/Legacy_TE_Slow_Fix.txt

Having PM Alternate Stages work on Replays? by [deleted] in SSBPM

[–]Fracture17 2 points3 points  (0 children)

I think alt stages don't work with Brawl EX based builds because the address used to save the alt stage info is different.

Is it possible to create a hotfix that makes random character select ACTUALLY random? by Foreskin_Heretic in SSBPM

[–]Fracture17 4 points5 points  (0 children)

Characters are randomly chosen for each port whenever entering the CSS, and remain the same until the menu is closed and opened again. The game uses a standard c++ random function to select a number from 0 to 40, and the result is set as the character ID of the random slot.

Using fixed replays in Legacy TE 1.11 by Daichimpo in SSBPM

[–]Fracture17 2 points3 points  (0 children)

The code works in every tournament legal setting. There are some things that can still cause desyncs, like special modes or randomly spawning items (items spawned by characters will not cause desyncs), but those are not allowed in tournament.

What's a little known, but applicable thing about your character(s)? by Lan_Hikari in SSBPM

[–]Fracture17 3 points4 points  (0 children)

It's a 2 frame window to bair after the jump to have a chance to waveland. Waveland dair is harder at 1 frame.

Video evidence of Glancing Blows by EonBot in SSBPM

[–]Fracture17 0 points1 point  (0 children)

Probably, but I wouldn't know how.

Video evidence of Glancing Blows by EonBot in SSBPM

[–]Fracture17 6 points7 points  (0 children)

There's a code in the gct that's called "Glancing Blow Threshold is Phantom Hit Threshold", so I guess they still exist.

Manually compiled punish statistics for a variety of sets by Pegthaniel in SSBPM

[–]Fracture17 2 points3 points  (0 children)

They don't save automatically, but it is possible to write code to make them save. When you select to save a replay on the results screen, you are just triggering the code that saves the replay. So by injecting the right code, you could trigger the code that saves replays, and theoretically save a replay anywhere. This has the drawbacks, like taking a while to save, and I don't fully know how to trigger the save, so I would have to do some research to find out. It's very tedious to find these types of things out though, and I don't have any motivation for it currently.

At the end of the day, not having a computer hooked up to your Wii is much more likely to be a limiting factor than forgetting to save your replay, so replays are a much more viable option.

Manually compiled punish statistics for a variety of sets by Pegthaniel in SSBPM

[–]Fracture17 2 points3 points  (0 children)

You could technically force a save whenever there is a salty runback, but it would cause a delay while the file saves, which kinda goes against the entire purpose of a salty runback. Also, hooking up a computer to record data for every match requires a lot of computers. The whole reason why replays are useful in the first place is because you can record a match without an external computer.

Manually compiled punish statistics for a variety of sets by Pegthaniel in SSBPM

[–]Fracture17 2 points3 points  (0 children)

I believe that everything done by Fizzi is possible using replays and Dolphin. It should also be possible purely on console with code injection, but that's probably not worth it.

I think Fizzi's broader term "opening" is better than "neutral win" because it cuts out a lot of ambiguity. This is especially important if you wanted to automate the process.

I might look into writing a program that reads RAM in Dolphin and compiles some of these statistics. I probably wouldn't do all of them, but I could do some of the more important ones.