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Messages - wiiztec

#1
Programming / Sinking Pirate Ship
August 31, 2018, 11:48:29 PM
sinking pirate ship [wiiztec]
C0000000 0000000C
3D608059 3D809018
892C0F3B 2C090009
4082003C 3D808155
812C95BC 2C090000
4082002C C1CB82D4
812B82D4 5529653E
2C09042F 41820010
C1EB82D0 EDCE782A
D1CB82D4 D1CC958C
48000010 3D40C1A3
614A1581 914B82D4
4E800020 00000000
045882D0 3C23D70A
the speed of sinking is 3C23D70A(0.01 in float)
credit to spunit262 for the water level address

https://www.youtube.com/watch?v=PrAvDZxiUP4&t=7s
#2
Quote from: PyotrLuzhin on June 16, 2016, 03:40:38 AM
NOTE: YOU MUST BE ON AXNEXTFRAME FOR THIS TO WORK - NO EXCEPTIONS

Even beyond startup? PM has a code to switch to VBI after startup to greatly reduce lag, AXNextFrame runs the codehandler 6-7 times per frame and VBI only once
#3
It's not just a model

btw did I crash the site? it went down in the middle of my posting the codeset I wasn't sure if it went through
#5
Quote from: Nαnobuds on December 02, 2014, 01:39:25 AM
Dolphin or Wii?

Set your stock number, then select that number of characters. Example, 5 stocks, select 5 characters. Click on the CSP to reset your selections.

Make sure Random is NOT selected. You gotta go select all your characters, even for CPUs.

No CPU default random works now. and the amount of characters you can pick is not connected to stock count in any way
#6
Quote from: pikazz on November 13, 2014, 10:39:49 AM
I am just happy that defensive collision isnt impossible with shown proof <3

Nothing is impossible
#7
Quote from: pikazz on November 12, 2014, 08:34:37 PM
so, they successfully found out how to add reflecting collisions to characters huh?

Yeah Magus figured it out
#8
Quote from: jjookkeekkiidd on October 21, 2014, 09:47:54 PM
that stage is too epic for words, it's amazing how you guys have remade this stage completely while keeping it's collisions...

The collisions are different
#9
Quote from: Velen on July 09, 2014, 12:55:26 AM
While it is your personal opinion as you painstakingly made clear, Spex, my problem is your exaggeration of what I'm saying. Not everyone needs to learn, hell, I think it would make Project M rather lackluster and buggy if every single person on the team had input. Fact remains, 3, 4 or even 5 heads are better than two.

BrawlEX and the Clone Engine however, perform the same function. The result is adding more characters (or slots) that can be used for new characters or extra costumes. They are two different codesets achieving the same end through different means.

The problem with the Clone Engine as it stands is that it takes a very long time and the precision of a surgeon to edit it without causing problems, according to EY's earlier answer, and only two people know how to do that by any stretch. You're dragging your collective feet along simply because that's how you want it to be, the way you make it sound.

It doesn't matter how collectively smart the PMBR is if the trappings of your own decisions end up causing you problems that make doing the work a headache.

To clarify: I am impartial, despite the above, of whether you use the Clone Engine or BrawlEX, but the fact still remains: if you having a cumbersome code slows down your progress, then you should have other people fluent in coding look at it and let them suggest improvements. Being harder to edit doesn't make it more solid.


Nobody said our CE was cumbersome or badly coded, or took surgical precision to edit(lol) you inferred all this from EY saying only 2 people knew how it worked and it took a long time to edit, but believe me adjustments to our CE is not the bottleneck to churning out new characters faster, PSA coding, animating and balancing them to professional standards is
#11
Programming / Re: Project M Codes
May 01, 2014, 08:39:15 AM
Quote from: HaloFanODST on April 29, 2014, 09:58:51 PM
I was ignored when I said this:



Save it.

- Albafika.

I doesn't matter if they're together apart or even what order they're in
#13
Does anyone still have nebula ganondorf? the links are dead and Eisen said he doesn't have it anymore
#14
Programming / Re: The BrawlEx Clone Engine
March 31, 2014, 02:55:22 PM
where is the actual code?
#15
Can't believe you guys didn't know there is an older version of codemanager without a line limit