Talk:Port priority: Difference between revisions

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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...? [[User:FirstaLasto|<font color="pink">♡</font>'''Firsta'''Lasto<font color="pink">♥</font>]] 18:54, 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...? [[User:FirstaLasto|<font color="pink">♡</font>'''Firsta'''Lasto<font color="pink">♥</font>]] 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. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] The Boss 19:14, 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. [[User:Toomai|Toomai]] [[User talk:Toomai|Glittershine]] [[Image:Toomai.png|20px|link=User:Toomai/Bin|???]] 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<br>
::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.<br>
::But anyways, yeah, I'll see if I can put it into the article, even if only as trivia. [[User:FirstaLasto|<font color="pink">♡</font>'''Firsta'''Lasto<font color="pink">♥</font>]] 19:29, 7 July 2014 (EDT)
== NSTC/PAL Online thing ==
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. [[User:Geo1088|Geo1088]] ([[User talk: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. <span style="font-family:Forte">[[User:Megatron1|<span style="color:maroon">Mega</span>]][[User talk:Megatron1|<span style="color:silver">Tron1</span>]][[User:Megatron1/Laughology|<span style="color:blue">XD</span>]]</span>[[File:Decepticon.png|19px]] 02:38, 23 August 2014 (EDT)
You can also use custom servers.
[[User:Bowser vs Bowser Jr.|Bowser vs Bowser Jr.]] ([[User talk:Bowser vs Bowser Jr.|talk]])
== Things not mentioned ==
[https://www.youtube.com/watch?v=kTNl03-1fOM This video] has quite a lot. How should we word everything here?
[[User:Bowser vs Bowser Jr.|Bowser vs Bowser Jr.]] ([[User talk:Bowser vs Bowser Jr.|talk]]) 13:04, 17 March 2018 (EDT)
== PP in SSB4 and SSBU? ==
Does anyone know if port priority is still a factor in 4 or Ultimate? Either it still exists or some newer solution has been found, such as: if two players grab on the same frame, nothing happens. I would be curious to know. [[User:Noahgambles|Noahgambles]] ([[User talk:Noahgambles|talk]]) 15:58, October 27, 2020 (EDT)