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Author Topic: [Official] Project M discussion: RIP  (Read 728503 times)
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SonicBrawler
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    « Reply #1260 on: December 10, 2013, 10:08:22 AM »


    That it does; the updated CSS information wasn't ported to Tourney mode or Rotation.

    We honestly don't know how to update that one with the needed info with the Alts/M2/Roy.

    Simply Editing the .pac isn't gonna cut it.

    Gosh dang it, i was going to have a school tourney today. guess we have to keep track of our own brackets
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    « Reply #1261 on: December 10, 2013, 10:12:32 AM »


    A PSA-related question...

    How did you manage to get Mewtwo to properly reflect projectiles? o-o

    It's obvious that Lucario was cloned, and Lucario can't utilize the reflecting Defensive Collision properly?
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    « Reply #1262 on: December 10, 2013, 10:15:39 AM »


    I was just playing multi man brawl with my friend with Mewtwo and Roy. We finished one round of it and decided to do another and it froze for us
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    « Reply #1263 on: December 10, 2013, 10:33:16 AM »


    Anybody else notice they left numerical space in all the characters portrait slots for cBliss?

    Does this mean I can simply add the missing portrait and the game will read the character slot I add?

    Example: I add MenSelchrFaceB.018 and FitDonkey08 and it will read it?
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    « Reply #1264 on: December 10, 2013, 10:37:23 AM »


    WE don't use CBliss; we have our own Alternate Costume Engine, built from the ashes of Masquerade.

    Anyway, no it will not. Each costume slot has to be added one at a time and have to be done a character by character basis.
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    « Reply #1265 on: December 10, 2013, 10:50:27 AM »


    A PSA-related question...

    How did you manage to get Mewtwo to properly reflect projectiles? o-o

    It's obvious that Lucario was cloned, and Lucario can't utilize the reflecting Defensive Collision properly?
    ASM coding, and quite a bit of it.
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    Miacis
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    « Reply #1266 on: December 10, 2013, 10:56:03 AM »


    I wonder, are we going to see all those bits of individual character ASM codes? As in, ways to use in on regular Lucarios. Not the cloned slot one.
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    « Reply #1267 on: December 10, 2013, 10:56:22 AM »


    ASM coding, and quite a bit of it.
    Would it be possible for one of the PMBR members to give a tutorial on how to do so?

    Since this would be a huge breakthrough for us non-PMBR PSA makers.
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    « Reply #1268 on: December 10, 2013, 12:17:45 PM »


    Holy [censored], its taking hours to download lol, maybe its much traffic.
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    Miacis
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    « Reply #1269 on: December 10, 2013, 12:25:01 PM »


    Holy [censored], its taking hours to download lol, maybe its much traffic.
    Try the MediaFire mirror. That one should have a bit less traffic than the on-site one.

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    « Reply #1270 on: December 10, 2013, 12:47:36 PM »


    Try the MediaFire mirror. That one should have a bit less traffic than the on-site one.


    Cheers! Can't wait Smiley
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    « Reply #1271 on: December 10, 2013, 12:54:57 PM »


    Would it be possible for one of the PMBR members to give a tutorial on how to do so?

    Since this would be a huge breakthrough for us non-PMBR PSA makers.
    The thing is, you'd have to amend the reflection code on a character per character, and action per action basis to get it to work.
    You'd also need to allocate a spot in the characters file to store the size and offset floats to, and get it to read from said spot.

    So basically, you'd need to know how to add specific character and action checks, locate the necessary floats from the character file, and fix the offsets inside the code, because those will change every time you amend the code.
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    « Reply #1272 on: December 10, 2013, 12:57:45 PM »


    Charizard feels smoother, anything else other than the changelog that you guys did to him? I can control and fight better than before... maybe is the mechanics perse?

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    « Reply #1273 on: December 10, 2013, 12:58:51 PM »


    The thing is, you'd have to amend the reflection code on a character per character, and action per action basis to get it to work.
    You'd also need to allocate a spot in the characters file to store the size and offset floats to, and get it to read from said spot.

    So basically, you'd need to know how to add specific character and action checks, locate the necessary floats from the character file, and fix the offsets inside the code, because those will change every time you amend the code.
    That's why I asked if a PMBR member could give a tutorial on how to do such things.
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    « Reply #1274 on: December 10, 2013, 01:07:03 PM »


    Well yeah, but it would more useful when the code is finished, as currently we're unable to give different multiplier stats to newly added reflection collisions.
    That, and you'd need to have an USBGecko to find the memory offset for the characters defence collision offset and size floats, provided it has them (Lucario, and by extant Mewtwo, have them for Lucario's VBrawl down B).
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