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Releases: WispSSBM/ProjectPunch

v1.2.3

14 Oct 12:45

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Now functional with Project+ v3.1.5

ProjectPlus devs have moved to more recent versions of syriinge that have backwards compatibility, so hopefully fewer syriinge-compatibility updates will be needed in the future. All that's needed for install now is to toss the .rel file into Project+/pf/plugins/ on your SD card.

v1.2.2

29 Aug 22:29

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Feature: Persistent Settings

Project Punch will now write a tiny settings file to your SD card that will persist your most recent menu state. This means that you will no longer have to set the same settings every session!
Some things to note:

  • CPU players have some player specific settings automatically disabled, and they won't switch back when a human plugs into that slot.
  • This settings file only saves when games end. This means that if you close dolphin or turn off your console, settings won't be saved.

Feature: Adjustable Shield Pressure Gap Tolerance

Have you ever labbed a sequence that has a tiny gap, but you only care about the advantage of the move at the end of the sequence? Now you can set the on-shield popup to require the opponent to be actionable for a small configurable number of frames before it shows you the popup. The best value will likely be specific to the character or tech in question, although the default value should be passable. This also fixes issue #3 , which was when shieldstun ran out and was re-applied on the same frame, a 0 frame gap.

Bugfix: Positive moves become VERY positive

There was an edgecase where if an attacker becomes actionable and hits the defender again, the attacker would have been considered actionable after the first move, but the defender wasn't actionable until after the second move. This cropped up around Lucas using mag dair (with a hilarious displayed advantage of +25), but it is feasible to set up for other characters and should be fixed.

Bugfix: Auto training menu opening

Previously, the L+R+Dpad Up menu opened by default in training mode, and did not in VS mode, with the behavior flipping if L or R are held down. Last version broke this for silly reasons and should now be fixed. (issue #2)

v1.2.1

11 Jul 06:39
e9813d2

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Small single-feature release that comes with updated pre-built downloads for the new P+ version 3.0.2.

Feature: Invisible Techs

The idea here is that if you haven't reacted by when the CPUs become invisible, you are too late to react to their tech option, so it helps you tech chase more thoroughly. It will make the teching character invisible on frame 5 and also remove their shadow and nametag. They will reappear on frame 20. Thanks to ilikepizza107 to his contributions on this one 👍

Feature: P+ 3.0.2

Practice your ledge options, shield pressure and tech chasing with the new version of Project Plus that features the remove of the air/ground 1 frame physics delay!

v1.2.0

15 Jun 04:23

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Edit: I have built a version of this plugin for the newly released Project+ 3.0.X. The other versions will NOT work. Installation is much simpler; simply drop ProjectPunch.rel into Project+/pf/plugins. (next to Physics.rel). Feel free to post any bugs with the new P+ build in the discord. Thanks for playing!

New Features:

  • Frame Advance - replaces the popup from the P+ debug menu, which does not work with syriinge and therefore Project Punch.
  • Ledgedash Angle OSD

Quality of Life Improvements:

  • Can set a global popup limit per-person.
  • Can adjust the ledgedash visualization window somewhat.
  • A few settings are global and will not reset between matches.
  • General refactoring.

Bugfixes:

  • Tethergrab characters now correctly trigger the ledge visualizations.

While prebuilt distributions are provided, upgrading from the previous release is as simple as opening the original folder or SD image and replacing Project+/pf/plugins/ProjectPunch.rel.

v1.1.0

20 May 03:40

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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.

v1.0.0

16 May 22:03

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Changelog:

  • Fixed memory leak on game start that caused eventual crashes in longer sessions.
  • Ledge frame viewer and GALINT popup. Enabled by default in training mode.
  • Project Punch version watermark to help with screenshot debugging.
  • Reword "Actionable" overlay to "Wait" overlay, and make it not active during airborne autocancel frames and dashes, to make it behave more like the original Idle display from the achilles 20XX hack pack.
  • Moving to initial version because staying on 0.0.X versions indefinitely is pointless.
  • Created a Project Punch Discord. Join to ask questions, report bugs, or hear about new developments.

Notes:

  • This release includes prebuilt images for dolphin and console. They should work as shipped, no manual steps required.

    These builds take extra time and effort to create and upload so they may not be included on minor releases but for large releases they are provided as a convenience.

v0.0.3

24 Apr 07:00

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Minor update, small bugfixes mostly.

  • Fix squashed text in 4:3 ratio.
  • Fixed P2's popup going to the wrong spot.
  • Fixed everyone's popup going to the wrong spot in 4:3.

v0.0.2

22 Apr 21:22

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Features:

  • Color Overlays
    • Wait
    • Dash
    • IASA
  • Expanded fighter info display
  • Training menu only auto-opens in training mode.
  • Ported to syriinge for smaller distribution and significantly more stability. This will help enable including this work in custom builds.
  • Some changes to menu controls to be more intuitive.

Bug Fixes:

  • Jabs are no longer incorrectly +10.
  • Spindashes/Squirtle's shell dash are more accurate.
  • Some improvements to projectiles.
  • Text opacity now works correctly.