Talk:Port priority

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It lives[edit]

My first article *pops champagne cork*. I'll add info about port priority's effects on spawn positions in Melee one day. In the meantime, read, enjoy, and criticise the article. Mako Shark (talk) 17:44, May 24, 2010 (UTC)

Don't do shit like this. Clarinet Hawk (talk · contributions) 19:02, May 24, 2010 (UTC)
I don't understand you, please be more specific. Mako Shark (talk) 03:34, May 25, 2010 (UTC)

M2K talks about priority in this website [1]

Thanks. Mako Shark (talk) 10:58, May 25, 2010 (UTC)

PAL Flying Slam[edit]

Could a PAL user verify if Bowser actually always win on last stock regardless of port priority? The PAL version is not supposed to have any gameplay differences, and this sounds like it could be another one of those region differences myths that are actually bogus. Omega Tyrant TyranitarMS.png 11:31, 9 March 2014 (EDT)

I tried this a few times, and Bowser always won. Scr7Scr7 sig.png(talk · contribs) 15:14, 9 March 2014 (EDT)
Did you mix up the situation, or was it always from the same place? Toomai Glittershine ??? The Spectrum 16:47, 9 March 2014 (EDT)
They were at different percentages, but the result was the same. Stages and characters were the same. Scr7Scr7 sig.png(talk · contribs) 17:04, 9 March 2014 (EDT)
You should try changing which character is Player 1 and which character is Player 4 since whether Sudden Death occurs or not depends on the port priority. Awesome Cardinal 2000 17:26, 9 March 2014 (EDT)
I put Bowser at different ports above and below the other player and tested each, though the result was always the same, with Bowser winning. Scr7Scr7 sig.png(talk · contribs) 17:31, 9 March 2014 (EDT)

Input Priority?[edit]

I set a controller to control all four players at once, and I noticed something strange. There seems to be some sort of input priority and/or buffering priority, where when the exact same input is pressed for all four players, player 1 and 2 act first, then player 3 and 4, so you get a weird desync by repeatedly pressing the same input, for example. I have no idea why there would need to be priorities for either of those things, but that's what's happening. I'll link some screenshot examples. File:Inputpriority.PNG // File:Bufferpriority.PNG
In the first image, I am holding up and mashing attack. As you can see, there is a desync between player 1 and 2 and player 3 and 4. In the second image, I performed a down tilt in the last frames of the down tilt animation in an attempt to buffer a second one, and only player 1 and player 2 performed the action.
Anyone know what is causing this, and if so, it is something to mention in this article? FirstaLasto 17:07, 7 July 2014 (EDT)

Maybe this has something to do with Brawl's input delay bug? First you might want to check some other games though, so you can be sure the issue isn't with your emulator. Toomai Glittershine ??? The Quintonic 17:11, 7 July 2014 (EDT)
What other Wii games support 4 simultaneous players in identical circumstances? Also, I forgot to mention that I tested this with multiple input methods (GC, Wii Remote, Nunchuck, and CC), just incase that's important. FirstaLasto 17:30, 7 July 2014 (EDT)
Mario Parties are a good candidate. Mario Kart might be decent if you can get the same item onto everyone and fire it simultaneously. Toomai Glittershine ??? The Irrepressible 17:34, 7 July 2014 (EDT)
Mario kart isn't really a good choice because you can't select multiples of the same character (plus there isn't really something I can press in rapid succession to test this). As for Mario Party, although every character is functionally the same, the differences in animations will make it more difficult to compare (although if it comes down to being my only option I can still use that). FirstaLasto 17:52, 7 July 2014 (EDT)

Okay, tested this with a code that disables input delay. It didn't fix it. However, while doing that, I decided to test something else. It seems that this issue is related to training mode; the fact that it was the 3rd and 4th player was because they were added to the match after the first two players, since I had to set the number to 4 after the first 2 were automatically added. This issue does not occur in Versus Mode at all, nor does it occur with the 3rd player if I set the number to 3, and then to 4. I also tested it with transforming characters in versus by putting in 2 Ivysaurs, a Squirtle, and a Charizard, and then switching the Squirtle and Charizard to Ivysaur, and the new Ivysaur were still in sync with the other Ivysaur. Still, might be something to mention on the Training Mode article...? FirstaLasto 18:54, 7 July 2014 (EDT)

That's...pretty interesting actually, almost like the controllable training mode CPUs have to spend a frame reading your input before they can act on it. If you can figure out how to word it, by all means try and find a place for it on the training mode article. Toomai Glittershine ??? The Boss 19:14, 7 July 2014 (EDT)
That's not quite what I mean. The initial Player 2 CPU always functions on the same frame as you. It's when you add additional ones that they don't, that is until you open the training mode menu, at which point all the ones that were there when you did no longer desync. It's only when you change the number of CPUs and then exit the training mode menu, at which point it loads new CPUs, that those CPUs act this way until you open it again. I hope I'm explaining myself sensibly :S
Just to make sure, I'll give an example. So I start training mode and set the CPU to control. Both p1 and p2 act on the same frame. Now, I open the training menu and set the number of CPUs to 3. Once I close it, it loads p3 and p4. P3 and p4 both have this desyncing issue. Now I open the training mode menu and close it. P3 and p4 no longer have these issues. Changing the number of cpus to 2 retains this, as a CPU was removed but no new one was added, but then changing it to 3 again will make only p4, the re-added one, act stragely, since p3 was already there.
But anyways, yeah, I'll see if I can put it into the article, even if only as trivia. FirstaLasto 19:29, 7 July 2014 (EDT)

NSTC/PAL Online thing[edit]

The KOs section is marked as needing technical info about NSTC on PAL matches online, and how that affects match outcomes... Howeer, sinve==ce the servers shut down, there's no way to test it and get the info. Is it OK to remove the flag? Is there something else to do to it? I'm kinda new here, but that caught my attention. Thanks. Geo1088 (talk) 00:52, 23 August 2014 (EDT)

Any video that shows what happens during such an event can still be presented as evidence, regardless of when it was recorded. MegaTron1XDDecepticon.png 02:38, 23 August 2014 (EDT)

You can also use custom servers. Bowser vs Bowser Jr. (talk)

Things not mentioned[edit]

This video has quite a lot. How should we word everything here?

Bowser vs Bowser Jr. (talk) 13:04, 17 March 2018 (EDT)