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Releases: AlexanderHarrison/TrainingMode-CommunityEdition

TM Community Edition v1.2 dev 1

26 Feb 07:24
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  • Add "Very Low" as an option in powershield training. (@veryjos)
  • Add "Play Random Slot" as a counter action.
  • Added "Random Percent" option to recordings, adding a random amount of percent up to the selected amount.
  • Show CPU inputs on input display
  • Created DEVELOPMENT.md, a new guide for contribution!
  • Renamed "Neutral" tech to "In Place".
  • Fixed Grab Breakout OSD.
  • Prevent Turn from triggering ActOoLag OSD.
  • Fix ledgedash airdodge angle.
  • Saved options will now be reset if they are invalid.

TM Community Edition v1.2

21 Feb 00:09
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Training Mode - Community Edition v1.2!

Click here to download TM-CE v1.2

Contributors

HUGE thank you to everyone who's contributed to this release!

  • Devs: Aitch, @Kounotori-ssbm, @travismacdonald, @MadeInShineA, @ramirez7
  • Feature ideas / bug reports: Dieg0, spectra, skib, Ambrose, TriN, ReturnToOZ, slav, Chil#267, akrish, Renzo, Joey Donuts, tycho, zach12345678, Qu'importe, Friend, and many more! (sorry if I missed you)

Changes from 1.1:

Larger Changes:

  • Added option to the OSD menu to change the OSD position.
  • Removed defunct Max OSDs and Recommended OSDs options.
  • Added stage options with FOD platform heights and Pokemon stadium transformations.
  • Added CPU playback slots as counter actions.
  • New "Mirrored Playback" option when in playback, which reflects the savestate to the other side. (@Kounotori-ssbm)
  • Filter recordings by selecting a character on the CSS (@Kounotori-ssbm)
  • Added custom action state OSDs.
  • Rewrote powershield event, adding a new "Laser Height" option.
  • Added hidden shortcut mode to the lab, accessed by pressing Y on the menu. Currently, only frame advance (Press and release A in shortcut mode) is implemented. Let me know what else you would like as a shortcut!
  • Add option to manually move the CPU anywhere.
  • Ledgedash HUD now updates every frame.

Smaller Changes:

  • Added yoshi egg toss info (angle, hold duration) to the "Fighter Specific Tech" OSD.
  • Add ActOoFloat OSD to the "Fighter Specific Tech" OSD.
  • Remade "Grab Breakout" OSD, showing grab timer and current mash rate.
  • Added overlay option to ledgedash training.
  • Added getup options to the reversal event.
  • Added miss tech wait chance option to tech options.
  • Added a new Tech Lockout option. "Earliest" prevents the CPU from teching in impossible situations, and "Latest" simulates normal human tech lockout.
  • Added an option to always have max invincibility on ledge in ledgedash training to practice the ledgedash inputs.
  • Added a new Simulate Tech Trap option that prevents the CPU from teching for a short period after being hit out of tumble.
  • Added a counter to the wavedash event. (@travismacdonald)
  • Added a counter to the L-Cancel event.
  • Reworked Re-Save Positions to keep all previous inputs, starting from the very first input.
  • Added new Prune Positions option that will maintain the same inputs at the new position.
  • Added option to hide the stage in the Model Display option.
  • Added an option to change the side after a ledgedash.
  • Added an option to show the item grab ranges.
  • Added tech invisibility delay option.
  • Added game speed option to the ledgedash event.
  • Added an info display showing if the fighter can walljump.
  • Added a camera mode option to the ledgedash event.
  • CPU will now use random TDI after custom TDI ends.
  • R can now be used as a frame advance button.
  • Added an OSD for lockout timers (currently only contains the dtilt/dsmash lockout).
  • Allow specifying a port to manually control the CPU
  • Slow down advanced camera with R.

Fixes:

  • Fixed "Act Oo Hitstun" OSD for grounded (sakurai) hitstun. This OSD now works for acting out of falco's laser (for the first two frames, at least).
  • Fixed the 'build_linux.sh' shell script when the iso path contained spaces. (@ramirez7)
  • Infinite shields option now applies to nana.
  • Performing an aerial will no longer cause an immediate reset in ledgedash training.
  • DI draw now shows for throws and sheik.
  • Custom TDI will no longer reset when the CPU is pummeled.
  • Every character now can have tech invisibility.
  • Removed maximum distance between fighters in the reversal and shield drop training.
  • Fix bug where the CPU would occasionally tumble to their deaths without countering.
  • Fix the GALINT frames being incorrect if ledgedashing from ledge without refreshing in the ledgedash event.
  • The missed lcancel overlay will now show when the lcancel input is one frame too early. (@travismacdonald)
  • Fixed fastfall frame not showing for autocanceled aerials in the LCancel event. (@travismacdonald)
  • CPU will now perform a counter action after grab breakout. (@MadeInShineA)
  • Fix playback misinputs / desyncs on state load from takeover.
  • Autorestore on CPU counter now triggers when the CPU grabs the ledge or dies.
  • Fixed issue where Wavedash OSD sometime showed completely invalid "frames holding jump" values.
  • Infinite shield settings are now respected in playback/recording.
  • DPad left/right no longer crashes eggsercise.

TM Community Edition v1.1 dev 7

11 Feb 00:49
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Pre-release

Release candidate for v1.2. (for real this time)

Improvements

  • Added hidden shortcut mode to the lab, accessed by pressing Y on the menu. Currently, only frame advance (Press and release A in shortcut mode) is implemented. Let me know what else you would like as a shortcut!
  • Added option to the OSD menu to change the OSD position to over the HUD, off to the side, or up above.
  • Rewrote powershield event, adding a new "Laser Height" option.
  • Added shield health option.
  • Added yoshi egg toss info (angle, hold duration) to the "Fighter Specific Tech" OSD.
  • Performing an aerial will no longer cause an immediate reset in ledgedash training.
  • Added overlay option to ledgedash training.
  • Added miss tech wait chance option to tech options.
  • Fixed the 'build_linux.sh' shell script when the iso path contained spaces. @ramirez7

Bugfixes

  • Fixed issue where the ledgedash event would not reset after the HUD stopped updating.
  • Fixed "Act Oo Hitstun" OSD for grounded (sakurai) hitstun. This OSD now works for acting out of falco's laser (for the first two frames, at least).
  • "Counter After Frames" and "Counter After Hits" now work (mostly) when "CPU Counter" is set to "On CPU Hit".
  • The CPU will now start grounded when set to a getup attack option in "Reversal Training".
  • "CPU Counter" in recording options now triggers on shield hits.
  • Fixed play slot counter actions desync when the slot made the cpu airborne.
  • Infinite shields option now applies to nana.

TM Community Edition v1.1 dev 6

27 Jan 05:09
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Pre-release

Release candidate for v1.2

Improvements

  • Added a new Tech Lockout option. "Earliest" prevents the CPU from teching in impossible situations, and "Latest" simulates normal human tech lockout.
  • Added a new Simulate Tech Trap option that prevents the CPU from teching for a short period after being hit out of tumble.
  • Added a counter to the wavedash event. (@travismacdonald)
  • Added a counter to the L-Cancel event.
  • Loop playback will now loop on longest playback recording between CPU/HMN, rather than always using the CPU recording.
  • Reworked Re-Save Positions to keep all previous inputs, starting from the very first input.
  • Added new Prune Positions option that will maintain the same inputs at the new position.
  • Added fine-grained CPU Counter options during playback, starting on CPU hit, HMN hit, or either.
  • Added getup options to the reversal event.

Bugfixes

  • DI draw now shows for throws.
  • Collision display will no longer disappear when an overlay is shown.
  • The failure sound won't play anymore when exiting the ledgedash event.
  • Custom TDI will no longer reset when the CPU is pummeled.
  • Fixed FOD platforms having collision while moving in the underlying logic if manually set to a specific height.

TM Community Edition v1.1 dev 5

16 Jan 00:07
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Pre-release
  • Added tech lockout option.
  • Added option to hide the stage in the Model Display option.
  • Added an option to change the side after a ledgedash.
  • Added an option to show the item grab ranges.
  • Fixed a bug where the ledgedash event was not resetting on aerial.
  • Fixed a bug where the second and onwards reversible TDI were not being applied correctly.

TM Community Edition v1.1 dev 4

12 Jan 04:19
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Pre-release

Features

  • Added CPU playback slots as counter actions.
  • Added new menu "stage options" with FOD platform heights and Pokemon stadium transformations.
  • Added reversible custom DI.
  • Added custom action state OSDs.
  • Every character now can have tech invisibility.
  • Added tech invisibility delay option.
  • Added a random option to mirrored playback.
  • Added a speed option to the ledgedash event.
  • The disable taunt option is now saved.
  • Added an info display showing if the fighter can walljump.
  • Removed maximum distance between fighters in the reversal and shield drop training.
  • Added an option to always have max invincibility on ledge in ledgedash training to practice the ledgedash inputs.

Bugfixes

  • Fix bug where the CPU would occasionally tumble to their deaths without countering.
  • Fix the galint frames being incorrect if ledgedashing from ledge without refreshing in the ledgedash event.
  • Autorestore on playback end will now trigger during playback.
  • The missed lcancel overlay will now show when the lcancel input is one frame too early. (@travismacdonald)
  • Custom ASDI will now override auto ASDI.
  • Fixed a console crash with too many OSDs.
  • The CPU will now wiggle out of tumble correctly when set to counter action airdodge.

TM Community Edition v1.1 dev 3

19 Dec 02:05
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Pre-release

Switch to xdelta Release

This is the first xdelta release. I've switched for the following reasons (ordered):

  1. In Japan, distributing mods and isos is much more taboo than in the english-speaking ssbm community. Using ill-obtained copies can cause a huge fuss from even regular melee players, and JP users have requested we switch to xdelta distribution. Huge thanks to Kounotori for educating me on this.
  2. For users with slow internet connections, downloading an entire iso can take a significant amount of time and render the internet useless for others.
  3. To protect from copyright.

Please let me know ASAP if you run into any issues while building the ISO.

Changelog

  • Switched to an xdelta-based release.
  • Filtering savestates now shows both sheik/zelda when zelda is selected.
  • Fixed console crash.
  • Fixed fastfall frame not showing for autocanceled aerials in the LCancel event. (@travismacdonald)
  • CPU will now perform a counter action after grab breakout. (@MadeInShineA)
  • Removed cursor wrapping - was causing lost work due to misinputs.
  • Added a camera mode option to the ledgedash event.
  • CPU will now use random TDI after custom TDI ends.
  • R can now be used as a frame advance button.
  • Added an OSD for lockout timers (currently only contains the dtilt/dsmash lockout).
  • Added showing fighter collision as an overlay.
  • Fixed DIDraw now displaying for Sheik.
  • Counter actions will no longer be saved.
  • Removed defunc 'Suggested OSDs' and 'Max OSDs' options from menu

TM Community Edition v1.1 dev 2

04 Dec 03:56
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Pre-release
  • Allow cursor to wrap in menus (@Kounotori-ssbm)
  • Filter recordings by selecting a character on the CSS (@Kounotori-ssbm)
  • Added "jumps used" overlay, to check if you've used your double jump before using uspecial (@MadeInShineA)
  • Added JP version (@Kounotori-ssbm)
  • Add option for allowing the CPU to perform counter actions after playback has ended, or on hit
  • Fix playback misinputs / desyncs on state load from takeover
  • Allow specifying a port to manually control the CPU
  • Add ActOoFloat OSD
  • Slow down advanced camera with R
  • Add an option for a solo CPU input display
  • Fix "Counter After Frames" triggering early when a tech option interrupts the timer
  • Fixed import crashes
  • Autorestore on CPU counter triggers when the CPU grabs the ledge or dies
  • Update ledgedash HUD every frame
  • Add infinite shields to the lcancel event

TM Community Edition v1.1 dev 1

24 Nov 02:18
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Pre-release
  • New "Mirrored Playback" option when in playback, which reflects the savestate to the other side. (@Kounotori-ssbm)
  • Add option to manually move the CPU anywhere.
  • Remake "Grab Breakout" OSD, showing grab timer and current mash rate.
  • Save CPU counter actions and input display to memcard.
    • Note that this will set your counter actions to "None" now! You need to set your counter actions and then exit Training Lab to save them.
  • Save overlays to memcard. (a maximum of 8 overlays can be saved)
  • Fixed issue where Wavedash OSD sometime showed completely invalid "frames holding jump" values.
  • Infinite shield settings are now respected in playback/recording.
  • DPad left/right no longer crashes eggsercise.

TM Community Edition v1.1

22 Nov 22:34
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Training Mode - Community Edition v1.1!

Contributors:

HUGE thank you to everyone who's contributed to this release!

  • Devs: Aitch, Kounotori, Clown, MadeInShineA
  • Feature ideas / bug reports: Dieg0, spectra, Neil Harbin, Dustyn B. Cave, Vurj, moobs, Ambrose, emi, CanadaDajo123, Renzo, Candle, Friend, ssbmewtwo, sy, skib, lemon, akrish, and CarVac

Changes from 1.0:

Features:

  • Wavedash away, towards, and down added as CPU counter actions.
  • Add short hop / full hop indicator to the wavedash OSD, and a note of how many frames jump was held for.
  • Boost grab OSD.
  • Add Act Out of Double Jump / Special out of jump / Double Jump out of Jump OSDs to Act OoAirborne. (@Kounotori-ssbm)
  • Disable taunt by default - turn it back on at the bottom of general settings. (@MadeInShineA)
  • Add option to change game speed.
  • Add glide toss OSD as well as item throw / zdrop out of airdodge OSDs.
  • Change hitbox color for hitboxes with ID 3.
  • Render highest priority hitbox on top.
  • Add whirling fortress NIL to fighter specific tech OSD.
  • Allow yoshi in Escape Sheik Techchase to allow practicing parrying grab.
  • Renamed Act OoJumpSquat OSD to Jump Cancel Timing.
  • Frame advance button now saves to the memcard.
  • Added an overlay for when the character is fully invincible or intangible.

Fixes:

  • Fix state name crash when command grabbed / yoshi was thrown. (@Kounotori-ssbm)
  • Fix powershield OSD.
  • Remove useless and missing OSDs from option menu.
  • Prevent analog L from triggering frame advance.
  • Native overlays (charging smash attacks, invincibility, invisibility) now work when custom OSDs are enabled.
  • Reintroduce info display presets and sizes.
  • Fix CPU not countering when hit with a move with 2 frames or less of hitstun (CCing a weak attack).