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v1.1.0

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@WispSSBM WispSSBM released this 20 May 03:40
· 20 commits to main since this release

This is largely a bugfix release! Huge thanks to all the people who tried this project and reported issues. Downloads below.

New Feature: Show frame off of the ledge. I.E. "Did I drop off ledge on frame 1?"
New Feature: Ledgedash display only show's the latest ledgedash, clearing the previous visual.
Bugs Fixed:

  • CStick acts as analog stick.
    • Caused by me using a bad build as a base by accident, many thanks to all the community members (Sammi, Eon, Motobug, probably more) who helped me investigate my own disorganization.
    • Note that this is thing that was making DACUS not work.
  • GALINT captured incorrectly.
    • Caused by off-by-one errors and lack of knowledge that tourney winner can happen before cliff catch ends.
    • This is now tracked using brawl's built-in specific ledge intangibility timer rather than manually by ProjectPunch.
    • Even if there are other off-by-one errors in the frame reporting, the overall GALINT should be correct now.
  • Attacking frame 1 after reaching ground actionability was considered part of the ledgedash.
    • This was caused by two things:
      1. Bad frame counting. I count frames every time my code is run, but the status changes are tracked by Brawl's event handler. This means that if I don't update what my current frame is in the right place, the events are triggered on the what my code thinks is the frame before.
      2. Bad tracking of cancel states. Because of Brawl's interrupt-based system, a character can transition through multiple actions and ability-to-cancel states in a single frame. This required me to track "was I ever actionable this frame (yes, my last ftilt ended)", rather than "Am I actionable right now? (no, I am currently using an uptilt now)". This was kind of tricky and had add-on implications with the on-hit/on-shield feature as well.
  • Attack and Landing colors were accidentally swapped.

Known Bugs Remaining:

  • Sometimes if Mewtwo drops off the ledge, hovers, and teleports, the game thinks that he is grounded.