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slippi-ssbm-asm's Issues

Add support for character specific "resource" flag

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.

Controller keeps rumbling if opponent quits during KO animation

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.

Issues with connecting with other people (direct mode)

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?

LRAS Indicator Index is sometimes incorrect

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.

badLRAS.zip

Hold Z to disconnect from opponent

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.

Improved pause feature

I am proposing a better way to implement pausing.

  • After pressing pause, you can't move your character, your opponent can.
  • Your opponent gets notified that you paused.
  • If you don't get hit for ~1-2 seconds after pausing, you become intangible. Invincible could be cool also.
  • If you don't unpause within ~30seconds, your opponent can press a button to take the win. Maybe a lower duration in ranked and/or higher in unranked.
  • Limited number/duration of pauses of pauses per game.

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