I wrote an insanely large assembly function to make CPU characters use advanced techniques in natural situations, quite randomly. A small list of added techniques include: shielding, dashdancing, shffl'ing, wavedashing, ledgedashing and other ledge options, spacies shining and lasering, and more. Spacies are the only characters with new code for recovering.
All other characters recover as they normally would. Spacies will side-b shorten too , and up-b sweetspot, mangle, M2K angle, etc. CPUs 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. 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. The AI is still quite rough and needs touching up in a lot of places, so I title this as 'Phase 1'.
The 20XX 3. 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. This means if you are a smidge late on your up-air, you will guaranteed miss. Note: all these toggles need to be rewritten. I just added this in as a hotfix but the code is still the same as it was in 3.
For save states, we all know that checks can be added to make things more stable. Jungle Japes stage hack collision links updated to be more like a 'vanilla' stage to work better with the 20XX AI code.
Fourside stage hack background light textures have been dimmed to provide more contrast with the main stage. Menu controller input dead times removed exiting from CSS to main menu and having to wait a split second. Stage Select Screen cursor position is now saved and reloaded when switching stage select screens.
I continuously struggle with finding the perfect 'stopping point' for releasing full versions of the Hack Pack, but I am very comfortable with its current state and feel it is time. Please refer to the changelog below for details about the new version. Before attempting to use the new replay system, I implore you to block off 1. The content quality is high though, so pay attention!
It will be well worth your time. The only change relevent to the replay system since the time of those recordings was adding a 'Random Hold Last Percent Chance' [to continue the replay] flag in the Debug Menu, rather than a hard-coded value like in the videos.
I am relatively new to the programming world, and just created a Github project, my first ever, for the 20XX Hack Pack. The nature of the 'source code' for this project is I guess the current plan for this Github is to just be a public home for some of my notes. As of now, it is a 27, line long text file where order, clarity, and organization is not guaranteed. For the most part, the stuff towards the bottom is the most recent.
The majority of the assembly code used in the project can be found in this file, but it is not exhaustive. Both of these files could use a lot of updating. I am hoping for this to be a hub of collaboration between community members to assist one another with general questions about features of the Hack Pack and to share effective ways of using its features for practicing techniques. An obvious thanks also goes out to all the other modders in the community whose work somehow or another has been incorporated into the Hack Pack.
Note: Existing 20XX 4. If there is anything you want saved before updating e. Quite a few changes here. I know it will take some getting used to, but I am prioritizing removing conflicts between the sets of in-game toggles and promoting the use of Develop Mode , which is important and was very annoying before.
This is not a replay system meant for full match recording. Please watch the tutorial series for an introduction. Drawn DI is defaulted to disappear after hitstun, but there is a Debug Menu option to adjust this. Setting the value to -1 will keep it drawn 'forever' until the next player is hit. Develop Camera Mode is re-enabled with the requirement of holding B to move the camera.
This saved camera position will persist between matches and will save to the memory card during a normal save operation. Holding Z while starting a match will disable the 20XX in-game toggles, with on-screen display indication. CPU plays more defensively if opponent is intangible.
Note that this percent chance to SDI is calculated every frame of hitlag, and setting it too high could cause impossible SDI to occur. Home-Run Contest floor extended from a max distance of 11, Use this after plugging in to quickly check if the current controller calibration is satisfactory. Note that memory card data and Debug Menu toggles are not saved during this transaction, so you'll need to initiate a saving sequence at some point to do so, such as leaving the CSS normally to the Main Menu.
If a memory card with 4.
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