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License: GNU Affero General Public License v3.0
make a development building script that will only build the dev nro
game panics during matchup screen on latest nightly https://cdn.discordapp.com/attachments/516484942142767105/937087111830585385/2022012914343300-1AB131B6E6571375B79964211BB3F5AE.jpg
restructure the build output so that the plugins are all at the same level, and then make distribution folders.
include the .so file in artifacts, to help with crash debugging.
The other 3 modules all have documentation to at least explain arguments, MeterModule is missing that.
Will lead to unexpected behavior on any other character who has a flag set like that that needs to persist over death
LRASTART should be a button combo that checks to be held instead of recursively pressed, this allows you to ergonomically do the combo faster in one motion, and without worrying about order, this is something pm has and it feels really nice
along with that, the yes no prompt should either immediately open, or be skipped altogether
imo please skip it altogether once the button combo held check mentioned above is true
ergonomic extra button held for different actions, as follows:
We should consider adding a GimmickModule to handle gimmick flashes, timers, and such. For example, bombchu timer, barrel pull, etc. Additionally, MeterModule should likely be adjusted to inherit from GimmickModule and thus reuse much of that logic. Investigate how that kind of inheritance can be cleanly expressed in rust, or if we need to use a composition relationship.
add arguments for switch ip and ryujinx directory for install in build scripts to automate installation of build artifacts.
Pick young link and do grounded side special and no boomerang comes out.
use schedule option in gh action workflows to schedule betas? do we want automatic pulls? investigate these options.
Utilizing blujay's hitbox visualizer, grab hitbox does not appear to be angling at all no matter how I hold the stick.
Incineroar's body does angle properly however
investigate the usage of the python build scripts on windows
Luigi's misfire should flash green when it's in the charge phase, and then flash a green color when he has it. If you press shield he should store the charge for an increasingly lower multiplier down to a minimum of 50%.
I'm not even gonna promise that this is the last one at this point.
There's an issue where certain characters (read: Simon and Richter) couldn't Rapid Jab.
This is because of an oversight where I copied a line of code I shouldn't have.
The change to their chargeable specials was inadvertently reverted
We're erroneously checking for boma.is_cat_flag(Cat1::JumpButton) rather than boma.is_cat_flag(Cat1::AirEscape)
Ryujinx_1.0.0b938bc5_2022-01-28_18-16-22.log
happened after picking wii fit studio game crashed on loading into match
Load into any mode, pick Ice Climbers, and hit right on the control stick. Popo will dash, but the crash will freeze before Nana does, still standing in Idle, therefore suspecting Nana is crashing on Dash.
Any other action seems to be working, while hard to test, I was able to do all aerials and grounded attacks, only crashing after dash. Nana does follow suite too.
In motion lists, add ~5 blend frames for all fall anims (fall, fallf, fallb, fallaerial, etc) so edge cancels look less snappy/janky
Load any stage, any match kind, pick marth, crash once HDR code starts running. Probably a OPFF import
.github/workflows/rust_build.yaml
to call script insteadDash attack is not cancellable into neither up smash nor down smash, tested input as fast as possible in frame by frame. Input method of just using the same attack button that was used for the dash attack and using the main stick for the direction
e.g. Bowser Jr. cannon, Byleth Areadbhar, etc
Replace Walk cat checks with Dash
add the hdr version string to the splash screen, with arcropolis, etc.
related to #24
https://github.com/marketplace/actions/git-semantic-version
wanting to use this later/soon for automatic versioning
will want to get opinions on what should constitute major minor and patch
personally dont think
Currently a few different characters use variations on the magic series code. For example, Magic series was obviously written back when Ryu and Ken were the only shotos, and then was copy pasted with some slight adjustments over to terry, bayonetta, and lucario.
Right now, this code is very bad to maintain, so I'm proposing a new module for the utils crate: MagicModule.
MagicModule would be handed a data structure (preferrably on battle object creation, or alternatively loaded and parsed on fighter initialization (only the first one)). This data structure would contain pathways on how to handle magic series cancels. So for example, one could imagine creating a magic map like this:
let jab3_motion_check = MagicCancel::with_motion_requirement(Hash40::new("attack_13"))
.with_input_check(Cat1::AttackHi4, *FIGHTER_STATUS_KIND_ATTACK_HI4)
.with_input_check(Cat1::AttackS4, *FIGHTER_STATUS_KIND_ATTACK_S4)
.with_input_check(Cat1::AttackLw4, *FIGHTER_STATUS_KIND_ATTACK_LW4);
let jab_cancel = MagicCancel::with_status_requirement(&[*FIGHTER_STATUS_KIND_ATTACK, *FIGHTER_STATUS_KIND_ATTACK_DASH])
.with_path(jab3_motion_check)
.with_input_check(Cat1::AttackHi3, *FIGHTER_STATUS_KIND_ATTACK_HI3)
.with_input_check(Cat1::AttackS3, *FIGHTER_STATUS_KIND_ATTACK_S3)
.with_input_check(Cat1::AttackLw3, *FIGHTER_STATUS_KIND_ATTACK_LW3);
let utilt_cancel = MagicCancel::with_status_requirement(&[*FIGHTER_STATUS_KIND_ATTACK_HI3])
.with_jump_check()
.with_hit_check()
.transition(*FIGHTER_STATUS_KIND_JUMP_SQUAT);
let tilt_cancel = MagicCancel::new()
.with_optional_path(utilt_cancel)
.with_input_check(Cat1::AttackHi4, *FIGHTER_STATUS_KIND_ATTACK_HI4)
.with_input_check(Cat1::AttackS4, *FIGHTER_STATUS_KIND_ATTACK_S4)
.with_input_check(Cat1::AttackLw4, *FIGHTER_STATUS_KIND_ATTACK_LW4)
MagicModule::set(
battle_object,
MagicCancel::new()
.with_path(jab_cancel)
.with_path(tilt_cancel)
);
I feel like this would allow managing magic series state better and make it obvious what each potential cancel is doing.
Drifting during the move works, but not the airdodge cancel.
With ARCropolis v3.0.0-beta.3, PRC patch files are supported. Currently the recommended format is .prctxt
so we could package them that way, however in the future it would be wise to implement in the build script an implementation using prcx to convert them too/from
Replace Turn cat checks with TurnDash
On any mode, pick Bayonetta, and press A twice, the transition from Jab1 to Jab2 seems to be the culprit.
momentum transfer doesnt work - you just lose all horizontal movement when you jump out of a run
Replace Jump cat check with JumpButton
Ryu and Ken crash on any mode entered, easily replicated.
Edit: the code is checking for jump input instead of shield input, if you input jump again after jumping out of side b you can airdodge
edit 2: https://github.com/HDR-Development/HewDraw-Remix/blob/dev/fighters/koopajr/src/opff.rs line 38
Ideally I'd like to handle this so that Luigi misfire parameters can be stored in ParamModule.
Enter any mode, jump, and press A in any direction, all aerials will crash the game immediately, no visible animation on freeze.
Every single other move, specials and aerial versions, and grounded attacks, all work EXCEPT for aerials.
As mentioned, Daisy is not showing similar symptoms.
This line references an outdated param name ditcit_frame
, it should be replaced by glide_toss_cancel_frame
.
This causes panics when doing various actions.
replace FT_MOTION_RATE with MotionModule::set_rate calls in aerials.rs
You can cancel roll with an item throw but you stay stationary/practically stationary, instead of keeping the roll momentum during the item throw
Aerial attacks kill jump momentum - need to check attair_air hook
Who reviewed my code and let me spell application wrong... /s
ingame update prompt for ryujinx
Neutral B
Dark Samus will crash everytime on match load, easily replicated.
Intended:
Currently:
Burries currently don't set the enemy in the right amount of Y offset, Krool down throw puts them way underneath the floor, and Wii Fit Trainer Jab3 doesn't put them in the floor at all.
Other burries untested.
First of all, this file is nearly 2k lines long and I know that there isn't anything to do about that but let's see if we can resolve this
Second, this is probably a byproduct of the SaltySD/pre-skyline era where we didn't have a lot of options at our disposal. I am vehemently against leaving in hard-coded speed changes that happen on a per-frame basis. I'm not sure if we need to swap motion kinds for the EX moves instead of programming new functionality on top of the current ones (which this would be a more global change) but something has got to give because this is borderline unacceptable.
It should be noted that other speed changes (such as the speed boost during fire kick) I am OK with leaving in like this but we should really make a ParamModule::get_vec2
, ParamModule::get_vec3
, ParamModule::get_vec4
helper functions for reading vectors out of a param file. Would make some of these more bearable
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