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20xx melee guide green when standing still
20xx melee guide green when standing still








  1. #20xx melee guide green when standing still mod#
  2. #20xx melee guide green when standing still code#
  3. #20xx melee guide green when standing still free#

It has taken an immense amount of time and energy to reverse engineer and reprogram Melee, and I have enjoyed every moment of it and learned so much.

#20xx melee guide green when standing still free#

Lastly, I have had an absolute blast spending the last two years of my free time dissecting this game and rebuilding it to be better than ever for you guys to enjoy. Target Test high scores can no longer be achieved with Targets and Spinners disabled.Beta04 made it a different name than vanilla Melee, but it happened to coincide with 20XX TE's "Settings" filename. Various menu texture changes thanks to DRGN from Sacramento County, CA!.2015 SSBM Tier List graphic has been added to the "Extras" Debug Menu.Item container (capsule, box, barrel, egg) item switches now work.Added a Debug Menu option to enable the Frozen Item Glitch from SSBM v1.00.Removed Sandbag and Nana from using teching/DI codes.Character Select Portrait color changes (alt costumes/PAL/SDR/metal) now work at Single Player Mode Character Select Screens."SDR" Falcon can now airdodge out of Up-B (majorly experimental).

#20xx melee guide green when standing still mod#

  • "SDR" Sheik toggle is now vanilla Sheik (previous Sheik mod was not SDR official).
  • Stage Select Screen cursor position is now saved and reloaded when switching stage select screens.
  • Added R-Alternate costume for White Young Link which was previously missing from the filesystem.
  • Some of the stages on this SSS page still aren't hooked in yet.
  • 3rd Stage Select Screen Page: Added Corneria.
  • "Combo Count as Timer" will increment if the opponent is grabbed while in hitstun.
  • "Combo Count as Timer" enabled will display the match timer HUD even if one would not normally show with the selected match settings.
  • Match timer HUD scale and screen location can be customized in the In-Game HUD Debug Menu.
  • Menu controller input dead times removed (exiting from CSS to main menu and having to wait a split second).
  • Fourside stage hack background light textures have been dimmed to provide more contrast with the main stage.
  • Jungle Japes stage hack collision links updated (to be more like a "vanilla" stage to work better with the 20XX AI code).
  • Pokemon Stadium: No Transformations ground texture is now blue.
  • For save states, we all know that checks can be added to make things more stable.

    #20xx melee guide green when standing still code#

    I just added this in as a hotfix but the code is still the same as it was in 3.02, which means not-good. Note: all these toggles need to be rewritten. "Load state" 20XX in-game toggle now teleports characters through stage collisions correctly.Break as many barrels as possible before time runs out.4 barrel items are always present on screen.Heal 0.10% for every dash and aerial attack (nair/bair/dair/uair/fair).Gain 0.50% every frame on ledge and outside an invisible left and right boundary.Poison Mushrooms (do 25% damage, and place player in tumble or sleep wakeup ).Battlefield, One stock, survive 5 minutes.Use save states, random DI, and the custom DamageFlyTop DI for the best practice.This means if you are a smidge late on your up-air, you will guaranteed miss. Jigglypuff will rest the first frame out of hitstun which gives her ~28 frames of intangibility.Up-throw, up-air combo Jigglypuff 25 times as Fox.I knew I was going to write a new AI framework at some point, and adding action spamming and what not back in will just hook into this new framework. The 20XX 3.02 in-game toggles for making P2 perform actions are still not in this build, although the new AI makes some of those things obselete. The AI is still quite rough and needs touching up in a lot of places, so I title this as "Phase 1". It is important to note that I am not trying to make an unbeatable "year 20XX" AI I just want them to be (generally) good and fun to play against. I threw in a few Debug Menu options for changing the CPU's propensity to shield, as well as techchase defense options to make a CPU always spotdodge/roll after teching/getting up.ĬPUs are actually fun now and provide a whole different type of challenge! A lot of their actions are frame perfect so you can learn a lot from them as well.Spacies will side-b (shorten too), and up-b sweetspot, mangle, M2K angle, etc. All other characters recover as they normally would.

    20xx melee guide green when standing still

  • Spacies are the only characters with new code for recovering.
  • A small list of added techniques include: shielding, dashdancing, shffl'ing, wavedashing, ledgedashing and other ledge options, spacies shining and lasering, and more.
  • It's not a 100% AI rewrite, but more of an extension to the default AI that overrides vanilla button inputs whenever certain criteria are met. I wrote an insanely large assembly function to make CPU characters use advanced techniques in natural situations, quite randomly.
  • Hard to describe all the changes made here.
  • This project will always feel like it is in Beta to me.) (Note: I'm dropping "Beta" because idgaf.










    20xx melee guide green when standing still