I might as well make a thread here for feedback. Being the recursive person I am I updated it frequently on the Discord server, but now that it's on here I need to do so less to not be so overbearing. At least the subscribe feature makes that not as big of an issue I guess. That said, I will provide smaller, direct patches so you don't need to constantly patch a clean ROM for convenience.
The goal is to not only refine the game's balance, but to also eventually add content. As I'm learning things as I hack, don't expect that to happen anytime soon. As it stands I will need to expand the ROM as I cannot find enough free space to properly add two characters' worth of poses, especially after using animation code for one of them to declone another character.
I am open to all feedback regarding the game. There are still a few things I don't know how to adjust though like projectile speeds or hurtbox detection, but I can say I can balance most of the game now.
Further balance characters based on feedback
Create "in-between" movement speeds for flexibility
Reduce overall reliance on the universal timer for consistent movement
Start decay of dizzy when not zero instead of using a universal timer that affects both players simultaneously
Figure out how throw conflicts are settled and randomize them better using $0076 (an address determining whose port's graphics to prioritize). I made an attempt on this but scrapped it upon realizing that throws calling an airborne state (like Eye/Wai) nullify it.
Make a patch for cosmetics-only and
one to restore War mode (will lock all characters).
I made a clean way to unlock everyone now. I'll probably make a cosmetics patch for the next update.
Alter pushback to use the h-velocity byte reserved for throws instead of relying on damage itself
I made it so that 0 uses damage for convenience
Remove limitation of special block damage based on its base damage
Turns out it worked on hit, so I revamped it overall to better scale stronger hits on top of it. One of my posts explains it in full detail.
Ensure dizzy once the threshold is met; increase dizzy recovery to compensate. Done, though I need to make sure now that scaled damage isn't used for dizzy.
Also done, along with what should be everything else affected by damage. I even added a comeback factor if you're too far behind.
Links:RHDN PageFull changelog (currently under rework)Full changelog (updated, text only)Discord ServerJMF Resource 1JMF Resource 2
Note: Addresses 1XXXX refers to 0XXX-1XXX in Battery RAM/WRAM on most emulators and 6XXX-7XXX on FCEUX.