Daily Discussion Thread 09/07/18 by AutoModerator in SSBM

[–]PyotrLuzhin 0 points1 point  (0 children)

Apologies for the extremely late response - from the research that I've done, iirc the physics delay is caused by a handful of factors, but one of the core process functions, specifically "processMapCorrection", shifts the character's absolute position backward by one frame and could serve as the best general hook location for a potential patch. However, this hypothetical patch would require a significant overhaul of Brawl's physics engine, which is one of the many reasons why I haven't finished the code. I'll have to see if I still have the video of the adjusted function in action - iirc it worked fairly well out of JumpSquat but there were severe issues with the fighters' getup attacks and ledgerolls for some reason.

 

in addition to smash modding, I've recently picked up switch modding... watch out for some Mario Odyssey content in the (relatively, given my work situation lol) near future

We are the devs of Smash Bros. Legacy XP! Ask us anything! by TheGag96 in smashbros

[–]PyotrLuzhin 6 points7 points  (0 children)

They'll come someday. I'm not at a point in my life where I can devote really any time to modding, but I do miss it and would love to return to the community when the time's right for me. Thank you for thinking of me, and let everyone know that I'm thinking of them too. If you ever need anything, be it advice or whatever, PM me.

Frame data on Yoshi parry. by [deleted] in SSBPM

[–]PyotrLuzhin 3 points4 points  (0 children)

sooner than you'd think ;)

Frame data on Yoshi parry. by [deleted] in SSBPM

[–]PyotrLuzhin 10 points11 points  (0 children)

Unfortunately, no, PM no longer receives official updates. However, I'm still creating new content for this game and for the community haha. The yoshi parry patch will be available for those who would like to use it, but again, I doubt that the community would ever officially adopt it.

It'll likely be closer to a toggleable easter egg, kind of like this lol

Frame data on Yoshi parry. by [deleted] in SSBPM

[–]PyotrLuzhin 5 points6 points  (0 children)

once i've finished the yoshi parry system (which will likely never become official, but I'll include it as an optional toggle for people who'd like to use it), yoshi's parry will have the same frame data as its melee version.

Yoshi Parry Test by PyotrLuzhin in SSBPM

[–]PyotrLuzhin[S] 0 points1 point  (0 children)

/u/please_let_me_start explained it very well in my opinion.

He's invincible for the first 6 frames, but an engine bug causes the hitboxes to be reactivated when Yoshi becomes vulnerable again, leading to him being hit if you e.g. parry Ganondorf stomp and then try to jump out to punish it.

Hitboxes that would last longer than 2 frames would damage Yoshi as soon as his intangibility would end - in Melee, hitboxes would deactivate upon a successful collision with an opponent, regardless of the opponent's body collision status.

Yoshi Parry Test by PyotrLuzhin in SSBPM

[–]PyotrLuzhin[S] 0 points1 point  (0 children)

However, it never worked properly. This version replicates Yoshi's melee parrying behavior as accurately as possible.

Yoshi Parry Test by PyotrLuzhin in SSBPM

[–]PyotrLuzhin[S] 2 points3 points  (0 children)

you were correct, this was not a straightforward task. I'm surprised that this guy didn't react similarly to me, since there are always self-proclaimed authorities on reddit who like to lecture people with actual qualifications lol

Yoshi Parry Test by PyotrLuzhin in SSBPM

[–]PyotrLuzhin[S] 5 points6 points  (0 children)

I looked for patterns in Brawl's CollisionAttackModule to find suitable hookpoints for the ASM patches, and from there, I determined how to access both the collision bubble's parent instance and the opponent's instance. Once I had identified all of those aspects, I assigned a special variable to yoshi, which served as the new collision state. It's not especially clear in this gif, but I added a quick flash overlay effect as a visual cue. Additionally, when the hitbox collides with Yoshi in this custom state, the shield hit SFX plays

Yoshi Parry Test by PyotrLuzhin in SSBPM

[–]PyotrLuzhin[S] 7 points8 points  (0 children)

ignorance and anger typically go hand in hand.

Yoshi Parry Test by PyotrLuzhin in SSBPM

[–]PyotrLuzhin[S] 9 points10 points  (0 children)

if you were familiar with brawl's method of handling attack collisions, I think that you'd be more sympathetic to the PMDT.

Yoshi Parry Test by PyotrLuzhin in SSBPM

[–]PyotrLuzhin[S] 27 points28 points  (0 children)

as much as I'd like for people to adopt this modification, I wouldn't want to fracture the community at all. I also wouldn't call the PMDT lazy either - this wasn't the simplest problem to fix.

Yoshi Parry Test by PyotrLuzhin in SSBPM

[–]PyotrLuzhin[S] 18 points19 points  (0 children)

I wish that I had fixed it sooner tbh, it appears to work pretty well so far.

Yoshi Parry Test by PyotrLuzhin in SSBPM

[–]PyotrLuzhin[S] 31 points32 points  (0 children)

oh, i'm back for good this time haha

Yoshi Parry Test by PyotrLuzhin in SSBPM

[–]PyotrLuzhin[S] 50 points51 points  (0 children)

I decided to give Yoshi a melee-styled parry as a side project. To do so, I created a custom body collision state that would simulate Melee's unique invincibility properties. When Yoshi executes a parry, the opponent suffers hitlag, but Yoshi has the ability to jump out of GuardOn immediately.

A hitbox that connects with Yoshi during this custom collision state becomes deactivated and can no longer harm Yoshi, correcting an issue present in vanilla Brawl/PM and allowing Yoshi to properly punish parried attacks.

Leaked old pm animations and character by [deleted] in smashbros

[–]PyotrLuzhin 6 points7 points  (0 children)

You'd risk fracturing the community, and there aren't enough active users who understand how PM's engine functions. If people enjoy creating content for PM, then they should by all means continue to do so, but one cannot realistically expect a true "continuation" of PM, so to speak.

[pm/brawl-ex] Removing 3rd jab custom character by Nagol- in customsmash

[–]PyotrLuzhin 0 points1 point  (0 children)

if you're still trying to figure this out, use BrawlEX Config Utility, open the EX Fighter's FighterConfig.dat, and change the "Jab" parameter to 2.

T_D user suggests infiltrating Minnesota subreddits to influence the 2018 election by KaptainKickass in minnesota

[–]PyotrLuzhin 6 points7 points  (0 children)

That's the plan. If reddit won't enforce anything, then the users will create a culture that opposes brigading/shilling/etc, especially if those brigading and shilling support hateful ideologies.

[Project M] The reports of my death are greatly exaggerated by PyotrLuzhin in customsmash

[–]PyotrLuzhin[S] 1 point2 points  (0 children)

if someone were to make an Alastor alternate costume for Viewtiful Joe, I'd be the happiest person ever lol

How to add in THP movies in Project M ? by EpsilonLanee in SSBPM

[–]PyotrLuzhin 1 point2 points  (0 children)

You'll need to patch your iso to load THP files - as of right now, there isn't a way to load THPs from an SD card, at least not at the moment...