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License: MIT License
ASM Codes Needed for SSBB Rollback
License: MIT License
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Test
Currently, inputs from the replay scene (scReplay) leak into the replay if placed during selection and loading of the replay. Need to figure out how to completely lock out pad inputs during this, as it will cause a desync.
Sync the delay frames based on the host's delay set in their Brawlback configuration during the GameSettings handshake.
Once replay is selected from (debug menu), a scene swap from replays to (versus/training) is going to be needed.
Dolphin side - Go from sending the entire replay file to frame by frame.
Game side - Convert to receiving data in ETL containers.
At the moment, we're assuming the pad type being utilized is a GameCube controller. This will cause issues in the future as the real structure is gfPadStatus; a general pad type for sideways Wiimotes, Wiimote + Nunchuck, Classic controller, and GameCube controller, meaning other controller configs will not work as expected. Refactor this structure and codes that utilize it to compensate for the other pad types.
Update the P+ source in our repo to the latest P+ release; P+ source sits in /GCTRM/ and the launchers sit in /Launchers/. Need to update both, as P+ is now utilizing a .elf as a launcher.
NOTE: Check if GCTRM finishes on both Linux and Windows. Patch files as necessary; on Linux the problem you'll likely face is that pathing is case sensitive whereas on Windows it's not.
Add playback scrubbing i.e. fast forward and reverse to the replay via some inputs from the pad.
Figure out a way to properly go from the online training room to a vs match. This should inherently allow us to override match settings to load character choices and whatnot, but make sure that is also possible.
Possible Heaps Involved:
OverlayFighter3, OverlayFighter4, FighterEffect, FighterKirbyResource1, FighterKirbyResource2, FighterKirbyResource3, Fighter1Resource, Fighter1Resource2, Fighter2Resource, Fighter2Resource2, Fighter3Resource, Fighter3Resource2, Fighter4Resource, Fighter4Resource2, FighterTechqniq, Fighter1Instance, Fighter2Instance, Fighter3Instance, Fighter4Instance
Need to figure out heap boundaries, what is utilized within those boundaries during a game state, and what is pertinent for rollback.
The start button doesn't work again, should be resolved by Rapito, but can take guidance from him as well.
Injecting inputs the way it is currently done only works for P+ (for some reason lmao). Finding a better way to inject inputs that also works for vBrawl would be great.
[If you plan to tackle this, let @FaultyPine know. He can point you in the right direction]
Compiling brawlback-asm with libstdc++ right now results in a build error on the side of the Python script. Figure out if fixable.
Copy .clang-format file from Dolphin repo (Source/.clang-format) to this repo as well, and write / link instructions on how to install clang format, how to use in various IDEs, etc. so we can take advantage of automated tools to be on the same page with code formatting
Write a code for booting directly to the replay scene instead of CSS so that when we launch the game in replay mode it will be ready to boot into the selected replay from the launcher.
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