Activated the crash handler. If your game crashes, tweet me a picture of the screen! This will make bugs x easier to fix. You can now have multiple onscreen displays visible at once. Menu is now scrollable and displays up to 3 options at once. The currently selected option is highlighted in yellow. This will show you which frame you acted out of throws, L-Cancels, techs, grounded attacks, etc.
It also tells you how many frames your opponent was able to move after you landed an attack. The combo will continue so long as the opponent isn't in an actionable state grabs, tech animations, jab resets, etc all continue the combo. Multi-hit moves count as one entry in the combo.
Ledgedash Event - Added a Ledgestall OSD to indicate perfect ledgestalls and to display how many frames late you were. You can also hold the X button while selecting name entry to skip right to the Character Select Screen as soon as the exploit finishes. Memcard Exploit - Adjusted memcard so it doesn't crash 1. Multiple events now track high scores.
Ledgedash event tracks consecutive ledgedashes, highest string in the session is saved as the new high score assuming its higher than the saved high score. The highest score in each session will be saved to the memory card upon exiting the event. This event now has the Frame Advantage OSD enabled by default and is useful for seeing how safe your moves are on shield. Can select any stage for Eggs-ercise.
This code's logic has been entirely revamped. It will now spawn an egg at any random "non-offscreen" position so long as there is ground directly below it. Act OoWait - now restricted to showing after techs, getups, aerial attack landings, and throws.
It will not show if the first action is a walk, shield, or crouch all of these are bufferable and would have shown frame 1. Act OoWait - performing moves OoCrouch after techs, getup, aerial attack landing, and throws will correctly display wasted frames.
This will make bugs x easier to fix. You can now have multiple onscreen displays visible at once. Menu is now scrollable and displays up to 3 options at once. The currently selected option is highlighted in yellow. Added a Fastfall OSD. Tells you which frame you fastfell on.
This will show you which frame you acted out of throws, L-Cancels, techs, grounded attacks, etc. It also tells you how many frames your opponent was able to move after you landed an attack. The combo will continue so long as the opponent isn't in an actionable state grabs, tech animations, jab resets, etc all continue the combo. Multi-hit moves count as one entry in the combo. Hold X on any controller during bootup to boot to the character select screen. Ledgedash Event - Added a Ledgestall OSD to indicate perfect ledgestalls and to display how many frames late you were.
You can also hold the X button while selecting name entry to skip right to the Character Select Screen as soon as the exploit finishes. Memcard Exploit - Adjusted memcard so it doesn't crash 1. Ledgedash event tracks consecutive ledgedashes, highest string in the session is saved as the new high score assuming its higher than the saved high score.
The highest score in each session will be saved to the memory card upon exiting the event. This event now has the Frame Advantage OSD enabled by default and is useful for seeing how safe your moves are on shield.
Can select any stage for Eggs-ercise. This code's logic has been entirely revamped. It will now spawn an egg at any random "non-offscreen" position so long as there is ground directly below it.
Ledgedash Event - Place player on ledge instead of above it. It will not show if the first action is a walk, shield, or crouch all of these are bufferable and would have shown frame 1 Act OoWait - performing moves OoCrouch after techs, getup, aerial attack landing, and throws will correctly display wasted frames.
This mostly affects shines and D-Tilts. Use this to practice frame perfect drill shines. DPad-down on their controller disables their invincibility.
Characters and stages are now loaded in the background, as they are in VS Mode. You can expect similar load times. Last edited: Dec 3, Teatra Smash Rookie. Joined Jan 9, Messages Everyone, get hype. I'm just not sure how quick I'll get to it. Last edited: Jul 11, Happens2u Moderator Moderator.
Writing Team. This is dank af. NEXmaniosis Smash Rookie. Joined Sep 25, Messages Downloading it :D There is the possibility to make it work in 20XX 4. So we can use 20xx with this events. Maybe with the memcard save?
Last edited: Jul 10, NEXmaniosis said:. Good stuff man! It could be possible to include a FrameData display of Wait frames? For example for the techchase I feel like would be so useful to see how many frames are you late after the grab for example. I understand about the 20XX question. Tallbus1 Smash Rookie. Joined Jul 16, Messages 7. Tallbus1 said:. UnclePunch said:. Nope, I messed up for a sec. Should be fixed now, sorry about that.
DarkRijin Smash Cadet. This is amazing! Is there a way to get alerts for when there are updates? Star A modpack for Super Smash Bros, Melee for practicing tech. Branches Tags. Could not load branches. Could not load tags. Latest commit. Update GTME Git stats commits. Failed to load latest commit information. Dec 28, Additional ISO Files. Jul 15, Build TM Codeset. Nov 1, Build TM Start. Dec 4, Initial Upload of Files. Oct 16, Jan 8, Feb 7, Feb 16,
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