Jump to content

Crazycolorz5

Member
  • Posts

    293
  • Joined

  • Last visited

Posts posted by Crazycolorz5

  1. Do any of these look good?

    iTExUO0.png

    I think i'm going to stay with the pink one instead of the blue-green one since a lot of people liked it..

    Bottom left one. Though speaking from a color point of view, you'd have more contrast using the upper left one but with a lower brightness.

  2. Jigglypuff as a surprisingly not-horrible matchup against Rosalina.

    The is mostly due to the fact that she likes to approach from the upper-forward diagonal, where Rosalina has trouble covering. If Jigglypuff is sticking out a bair (as she is wont to do), that'll go through all of luma's hitboxes (item priority), and likely get the hitbox extended by it. The only ways I can reliably cover that approach option is if I read it and do a turnaround sh bair (probably the best way), sh fair (lots of endlag), or upsmash (probably 2nd best way, but luma is still in front and probably will get hit if Jigglypuff is spacing right). She also had the air speed (and good air dodge) to make jugging her non-trivial. I won't say she gets out of them for free, but it's not easy because I can't commit to a jump very early or I just get outmaneuvered in the air. Finally, being light and large, I'm a big target for getting read by a rest, and I die early to it. That said, if she does miss it, Luma's fsmash will wreck her. Though at low %'s, there's not much I can do to her; maybe just a fully charged usmash. I'd say it's somewhere between 55-45 Rosa and 60-40 Rosa.

    So yeah, I'd probably go Palutena in this matchup. Jigglypuff doesn't have any options against bair. Especially since she likes to approach from that angle. She can't challenge it, but if she can't, then she can't get in. The only saving grace for her is that she gets out of all of my dthrow combos at mid percents, but, like, she also dies super early to my really hard smash attacks, and a usmash catches an aerial approach. I'd say the MU is 70-30 at WORST for Palutena.

  3. Palutena's ground game is sad ;_;.

    I say this as a part-time Palutena player.

    Please give me tilts instead of misinputs. Though utilt can be useful.

    Having one faster-ish smash wouldn't hurt either, such as if dmsmash was faster other than just being a weaker fsmash, or something.

    Uthrow killing 5-10% earlier would be a huge help, actually. (currently around 150 with rage on mid-heavy chars)

    A very, very slight disjoint increase on fair would be very good as well.

    ... I just listed things I've pondered about in the past but I think these would be appropriate buffs to Palutena.

  4. You had me at lance-wielding catgirls.

    ...

    ...

    But purple UI is also nice.

    Because purple.

    I should finally figure out Team 4 loading so the only thing not doable in GBA shown here is the dialogue presentation.

    ... at least, until Circles decides to recreate Ryru's halfbodies hack

  5. Here's something I've been working on (mostly using information from SF, haha)

    http://hiushi.github.io/FE14Stuff/

    The data structures I used for the character info are organized a little differently, but I've already tackled the logic for the complicated passing classes and skills via inheritance/seals mechanics, including (hopefully) all of the edge cases.* If I can get confirmation from you guys whether the results are accurate, then I can try to help with this as well.

    *One exception/bug I'm aware of is that when the Avatar marries a unit whose primary class matches the Avatar's talent, the non-Avatar unit should pick up the parallel of his/her primary class when using a Partner Seal. Should be a relatively simple fix but I haven't gotten around to it yet

    I ctrl+f'd your code for ".map" and ".reduce" and ".filter(" and got many matches for each, so, like, I mean, I approve. :P

    Source though? I'd rather not deal with view page source -> get script source -> It's all on one line.

  6. People in the FEU discord really seemed to like these definitions so I'll share them:

    Definitions file (at least, the relevant ones):

    [Load?Portrait] = [LoadPortrait][0x01][0x01]
    [LoadEliwoodPortrait] = [LoadPortrait][0x02][0x01]
    
    [<-......] = [OpenFarFarLeft]
    [<-] = [OpenFarFarLeft]
    [v.....] = [OpenFarLeft]
    [.v....] = [OpenMidLeft]
    [..v...] = [OpenLeft]
    [...v..] = [OpenRight]
    [....v.] = [OpenMidRight]
    [.....v] = [OpenFarRight]
    [......->] = [OpenFarFarRight]
    [->] = [OpenFarFarRight]
    
    [N] = [NL]
    [AN] = [A][N]
    

    Text file:

    [...v..][Load?Portrait]
    [..v...][LoadEliwoodPortrait]
    
    [...v..]
    Eliwood, let me tell you[N]
    about a lost art.[A]
    
    [..v...]
    What is it, o wise[N]
    question-mark man?[A]
    
    [...v..]
    Once upon a time, before the[N]
    time of FEditor, we did text[AN]
    a different way. The anti-[N]
    huffman way. This involved[AN]
    hex editing. In fact, FEditor[N]
    only automates this method.[AN]
    
    [..v...]
    I see. Why are you telling me this?[A]
    
    [...v..]
    Since it's what FEditor is based on,[N]
    people should know how it works.[AN]
    That way new ways of editing text[N]
    based on it can be created.[AN]
    For example, imagine if we could[N]
    insert text through EA...[AN]
    
    [..v...]
    That sounds like a[N]
    useful option to have.[A]
    
    [...v..]
    By the way, there are bandits[N]
    behind you, Eliwood.[A]
    
    [..v...][MoveLeft]
    Ahh![A]
    [ClearFace]
    
    [...v..]
    Bye![A]
    [ClearFace][X]
    

    It gives a more visual representation of who's where, and imo, makes it easier to keep track of who's saying what.

    I was also entertaining the idea of allowing for define/redefine directives, so we could say like

    [OpenLeft][LoadEliwoodPortrait]
    {Eliwood=OpenLeft}
    
    {Eliwood}
    Hello![A]
    [MoveRight]{Eliwood=OpenRight}
    
    {Eliwood}
    Hello again![A][X]
    
  7. If you're interested, I can tell you what to change to make the minimum range smaller (say, 3 square) and maybe how much the torch staff lights up (I think we have that doc'd somewhere...).

    Edit: No, I don't have that doc'd anywhere, but I know how to find it.

  8. Bumping to say that I've released ParseFolder, which simplifies the process of parsing a lot of text files at once or updating texts. You can store all text used by your hack in one directory and make direct edits to the script and the only step between insertion is running ParseFolder then using EA to rebuild the ROM.

    This version also allows definitions, as the OP is updated to show.

  9. So...

    is this even useful?

    Upon discussion, we believe it to be for Hextator's format (not Cam's improved format).

    So it's useful for applying most of Hextator's patches, if you can find a .dmp of one of his patches, or, presumably, Brendor's patches.

  10. Here's the readme:

    So you download an assembly hack, choose the .dmp file (that's the binary file) in the hack and the rom you want to patch that hack to, and then it creates a new rom with the patch in it. I think.

    Well, it's for the .dmp files for the hacks written to be in Hex's/(cam's improved version of it?) format. So not most of the .dmps we provide, but yes to most of the dmps Cam and Venno make.

×
×
  • Create New...