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License: GNU General Public License v3.0
Super Smash Bros Melee ASM code to provide Slippi support
License: GNU General Public License v3.0
Not sure how to recreate this, but I was just practicing tech in training and Falco became completely frozen. I was able to pause still, but my analog stick did not move my character whatsoever. I was able to move again after I used my shield.
Should be character data offset 0x222C
It's used for things like float, marth side b juice, luigi cyclone, etc.
Currently there's not really any good way to check these, short of tracking the usage and reset criteria manually.
If Pokemon Stadium is chosen in Training mode while the user is Player 3, the game freezes.
The bug exists in the gecko code block Required: General Codes
Only inputs from the primary controller should work on the CSS but you can use another controller to disconnect from the opponent and potential more?
https://discord.com/channels/328261477372919811/363806218181017601/1053551723358212126
Not sure if this is an issue w/ Ishiiruka vs some other component, so feel free to move around if it's filed incorrectly.
If the opponent quits (Start + L+R+A+Start) during a KO animation (eg opponent dying off of bottom blast zone), then the rumble continues to rumble indefinitely on the character-select screen.
It happens relatively often (1-2 times a day) as quits (rage quits) tend to correlate w/ KOs.
Seems like there might be some easy catchall fix -> like toggling rumble active state when the menu screen opens.
Heya! I've been having issues with connecting to other people via direct mode, but none connecting with others.
I would love to be able to provide further debug info, but I'm not sure where to get any helpful information. We have tested that there is no issues with the speeds, since download is high or higher than me, ping is 2-10 (according to speedtest.net).
I don't believe this is to do with some firewall, since unranked works fine for those people I can't connect to... Is there any debug menu for additional info?
The LRAS Initiator set in the Game End event often indicates that Player 1 left when it was actually Player 2. Across over 2000 .slp files where the index is NOT -1, less than 5% of the quits are indicated as being from Player 2, but it would be expected for it to actually be about 50%.
Attached are 5 example files where Player 2 leaves but the LRAS Initiator Index is 0 instead of 1.
I'd like to suggest having optional PAL stock icons. They are smaller and less disruptive, especially if doubles gets added.
Right now players just have to press Z once to disconnect from their opponent, but that can cause accidental disconnects. Instead we should make it a hold to disconnect similar to how you have to hold b to exit the CSS.
I am proposing a better way to implement pausing.
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