Talk:Port priority

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It lives

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

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?

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)