v1.1.0
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:
- 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.
- 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.
- This was caused by two things:
- 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.