The Marvel script has been brought up to the same level of rigor as the other CPS-2 games.
In particular, if you put in the breakpoints provided, throwboxes will appear on the correct frames, and pushboxes don't flicker or fail to disappear on inactive frames. It also compensates for laggy stages (Onslaught, Apocalypse, Manhattan, and MSH Blackheart) and replaces hacky validity checks with the real deal. Since everything was basically working before, there's not much new to show, but it's a better tool now.
Only problem I noticed is in COTA, some chars show the throwbox for any normal attack, even if no directions are held or if it's a non-throw button. I guess the range is checked before the inputs in that game.
If you don't want to deal with BPs or want throwboxes to appear all the time like they used to, increase the fill
and outline
values of the "potential throw"
boxtype at the top of the script. One of the changes to all the scripts has been to make it more clear what the user is and isn't supposed to edit. Another has been to make hotkey confirmations appear on the game screen instead of the Lua console.
Also, the index page on the MAME-rr wiki has been updated to reflect the recent upgrades. Some of the SF2 and CPS-2 screenshots have been improved.
And in related news, I got tired of waiting for Pugsy to update the mamecheat pack and reassembled all the BG removal codes, this time in a spreadsheet form.
this is actually really useful for combing throws, there is a lot of guess work involved in getting to the right place for the one frame of throw vulnerability, being able to see when that happens is useful.
It's a shame it doesn't work in fba and you need to use the debuger, but it should come in handy
Posted by: error1 | 07/28/2011 at 03:19 PM
How exactly do you combo into throw anyway? I mean, what's the general way to get the opponent into non-recovered, throwable state?
Posted by: dammit | 07/28/2011 at 08:22 PM
in cota, msh and xvsf on the very last frame of an air recovery, the opponent is throwable
if the opponent lands on the ground right as he recovers you can even land a ground throw.
Because it's a one frame thing , beacuse of how turbo frameskip works, and beacuse of how weird the throwboxes can be, it can be really hard to do, even with tool assistance
Posted by: error1 | 07/29/2011 at 01:36 AM