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Ultimate general fixes

Open MichRox opened this issue 1 year ago • 4 comments

Since one of my friends owns a "commercial" rectangle, I was able to tweak some values on the Ultimate file to make it as optimized as possible through trial and error. List of changes:

  • MX and MY influence on horizontal movement now currently set to match the values on "commercial rectangles" (fastest walk without ledgeslip and slowest walk respectively)
  • the above change also enables "tilt side b" with MX + L/R + B. This input is required for some moves like Samus' homing missiles or the close version of Palutena's Explosive Flame
  • Fixed angled side tilts (previously not working) and changed the inputs: MY + side Cstick does angled down side tilts, MX + side Cstick does angled up side tilts. In the current master angled side tilts don't work due to an issue with the specified angles, but if they did they would be done by pressing MX + side Cstick and the angle (up or down) would be specified by also pressing UP or not. Having a modifier for each angle is both more intuitive and also reduces the risk of messing up fast falls for characters with angled side aerials (Richter, MinMin)

MichRox avatar Aug 04 '22 09:08 MichRox

These C-Stick changes look a lot like the ones in my pull request, except I kept MX+C as down (and MY+C as up) I think MX as angled up is probably better for Belmont players, as they use it in combos more often, so having better air drift is important.

I'm going to integrate the rest of these into my personal controller, thanks for the fixes o7 Except swapped mx/my angles, SSC is literally tomorrow and my muscle memory is already set LOL

TeridaxDev avatar Aug 10 '22 19:08 TeridaxDev

These C-Stick changes look a lot like the ones in my pull request, except I kept MX+C as down (and MY+C as up) I think MX as angled up is probably better for Belmont players, as they use it in combos more often, so having better air drift is important.

I'm going to integrate the rest of these into my personal controller, thanks for the fixes o7 Except swapped mx/my angles, SSC is literally tomorrow and my muscle memory is already set LOL

yeah I actually have to thank you because your pull request made me realize there were problems with the firmware (at first I thought I messed up the soldering). Let me know if you have any feedback/issues while testing!

MichRox avatar Aug 15 '22 19:08 MichRox

Hey, thanks for the PR, I haven't merged it since I'd like to double check it first and I have zero time to work on this project nowadays. I think I'll trust you with the first two changes, for the last one though, just to be sure, this isn't like that on commercial rectangles right ? I would expect the angled C-Stick logic to still be MX+Down+CSide since that's the way it is in Melee. If it's custom logic, even if it may be good, I can't just push it to master.

JulienBernard3383279 avatar Aug 15 '22 20:08 JulienBernard3383279

Let me know if you have any feedback/issues while testing!

I ran this + my personal changes (which is just the reverse of your angled cstick mod) at SSC, S4 & Ult, went pretty far. It feels much better now, and I found no issues. The only potential thing I noticed is that MY + left/right isn't enough to initiate a turnaround in Smash 4, breaking existing functionality, so I had to switch to GCC after pools but like who cares LOL

TeridaxDev avatar Aug 15 '22 20:08 TeridaxDev

Hey, thanks for the PR, I haven't merged it since I'd like to double check it first and I have zero time to work on this project nowadays. I think I'll trust you with the first two changes, for the last one though, just to be sure, this isn't like that on commercial rectangles right ? I would expect the angled C-Stick logic to still be MX+Down+CSide since that's the way it is in Melee. If it's custom logic, even if it may be good, I can't just push it to master.

Hey sorry for the late reply :| I can confirm that the angled tilts logic (on Ultimate) is that: Mx + Cside for upward angled tilt and My + Cside for downward angled tilt. This at least is how it works on the Boxx (the one we used for the test) but I think it's the same for the Frame1. I'm not familiar with Melee controls so it may be they actually have different approaches for the two games.

MichRox avatar Sep 09 '22 22:09 MichRox