The Beefy Five Layer Burrito was $0.89 in 2009 on release, the same year the federal minimum wage was raised to $7.25/hr. Today that burrito is $3.69, over 4x the original price. Minimum wage is unchanged.
Prototype of "quickplay" WiFi menus workflow is complete! I will now take the time to clean this up and make it more consistent, as well as remove some of the buttons.
I worked really hard this past week to get this far and I'm really happy with how it's turned out. I was beginning to think that the game just wasn't built for rollback and I'd have to rewrite a lot of the rendering code, but it turns out brawl is incredibly flexible.
Getting several rollbacks in succession. I lowered the savestate size to 13 mb from 24 mb, but I had to put the capture/load workflows back to what it was before due to lag in the capture workflow. Getting a crash on ending the match, but we creep ever closer.
Damn that's crazy. Anyway, I'm working on a team looking to bringing rollback netcode, improved replays, console mirroring, and much more in an effort to breath life back into SSBB and its various niche modding communities! Check out our Discord pinned to my profile!
The release window is not as clear cut as I thought it was going to be so FUCK IT: Brawlback is officially working with
@ProjectLylat
to bring first Patrons and then shortly thereafter the general public a matchmaking quickplay experience for Brawl, P+, and PM 3.6!
Here's the repo parent for P+ Rollback dev work:
It is completely empty right now, I just forked Bird's Dolphin build for Faster P+ and added a repo for ASM codes that we will inject using C++.
I would appreciate a RT for visibility among brawl modders.
I'm merging this into master as soon as I fix a small bug. The only remaining task with rollback at that point will be fixing a visual bug. After that, I'll hook up direct (a taller task than you'd think) and begin testing heavily.
With PiNE starting to finish a prototype for the rollback netcode portion of the project, I figured now is probably a good time to launch a Patreon for the project! You can find it here:
This was a huge pain in the ass and I still have a few things I need to adjust here in terms of visuals, but yeah PiNE's method definitely works.
100 ping, 1 delay frame so ignore the lag at the start. I also just migrated to a new version of Syriinge so GNW is the wrong color.
**ATTENTION: a microSD card (sold separately) with free storage space of minimum 38 GB is required to download this game, plus 8 GB on the system memory. You must have your microSD card inserted before beginning the download.
I fixed this and put up a PR, and with that I can officially say I'm confident that a POC for rollback has been completed. I will need a more efficient methodology for testing, so I will now hook up direct matchmaking.
I have successfully written a code that conducts an HTTP request to a REST endpoint from within brawl. This is massive and changes a lot of how we're able to rollout the Brawlback suite. I suspect a lot more will now be possible on console as well. Stay tuned!
Finished the POC for the savestate implementation. Slow as shit bc unoptimized lol. But yeah, I fixed the visuals, theoretically sound would rollback too but I wasn't able to tell a difference and it was just disorienting if I turned it out.
If you aren't in the Brawlback discord, PiNE came back and dropped a way to savestate the game in a way that only tracks memory that has changed. This means that the savestate could potentially be much smaller than it currently is. I have adapted this to work in Dolphin. (1/2)
I will quit my job and work on rollback fulltime if the community support is solid enough, otherwise I will continue to work on it for 30 minutes every 2 weeks due to being overworked by corporate overlords from hell. Hoping this changes when I get a new job
This was a huge pain in the ass and I still have a few things I need to adjust here in terms of visuals, but yeah PiNE's method definitely works.
100 ping, 1 delay frame so ignore the lag at the start. I also just migrated to a new version of Syriinge so GNW is the wrong color.
chat I started girl pills today and cleaned out my closet to make room for more clothes. Life doesn't seem as empty and hopeless anymore.
Despite everything, I think I will be ok.
If any Brawl TOs have replays en masse they can send me that'd be extremely helpful for rollback; I need to analyze them for savestate purposes.
DM me here or on discord: WhiteTPoison
#3155
A RT for visibility would be appreciated.
Ok I have finished implementing the savestate and the final size is... (Imagine a drum roll here)
~3.8 mb!
It just desyncs so I need to figure that out and then we'll be off to the races.
I discovered something pertinently important for getting rollback to function fully today: not all important savestate memory is within labeled heaps tracked by the game. With this revelation I should be closer to completing the netcode.
I still have some work left to go, but it seems to be functional; I saw at least one successful resim with this method last night. Once I have the kinks ironed out, I'll be able to profile it and see if it's worth investing more time into.(2/2)
I feel I've been letting everyone down lately by not focusing as much on Brawlback. Tbh, I've lost a lot of motivation in all of my projects because of mayhem occuring in my personal life (iykyk). I'm going on vacation for a few days and hope that's enough to jumpstart me.
Finished the POC for the savestate implementation. Slow as shit bc unoptimized lol. But yeah, I fixed the visuals, theoretically sound would rollback too but I wasn't able to tell a difference and it was just disorienting if I turned it out.
The rework I'm doing for rollback rn is adding a desync detection system based on coordinates, stocks, and a few other things instead of just inputs. This should prevent the "sensitivity" of desyncs, as well as create opportunity for aesthetic mods to be added without desyncing
i finished this and it runs smooth as butter, no crashes on loading a savestate during movement, just a desync which is expected behavior. Needless to say this is a major victory in my book (I have some experimental hacks for the savestate that duke clued me into)
I've been redoing the rollback work thus far into a module file, which basically means that things will be more stable. I'm getting close to being able to say the translation work is done, there's just one last bug I'm ironing out. After that we'll see where we're at.
I need more devs to get interested in Brawlback, what can I do for prospective devs to make things more accessible? I actually don't know if this an interest thing or if our setup is hard to grasp
I have completed the CI/CD required for raw testing without the need to build the various repos in our environment. Testing instructions can be found here:
I'm very close to feature complete savestates; I have them dynamically setting themselves based on region and I have cut out some areas that are consistent across sessions. I just need to get it to load in under 2 ms and we're golden
Just checked and the current rollback build is no longer plagued with the input issues from the prior commit -- Pausing works and shield works as expected.
I am openly Jewish, never had a single problem within the smash community. I feel like the "supporting genocide" bit is a bit more problematic than his identity as a Jew.
Professional "Super Smash Bros" gamer
@T_potssb
has been banned from several competitions, simply because of his Zionist identity.
After facing online harassment over past pro-Israel social media posts, he was discriminatorily barred by
@WaypointcafeNYC
,
@GameGuysENT
and other
Really wish I could quit my job and just work solely on rollback and giving back to the P+ community as a whole... Unfortunately I need to pay the bills somehow, but maybe I'll eventually figure out how to earn income passively in a way that will allow me to do that.
I think this Nintendo moment may end up being unironically good for PM bc now events will have to see Melee approximately the same as they see PM. I believe in our community to persevere and turn sour circumstances into a positive one.
I have successfully written a code that conducts an HTTP request to a REST endpoint from within brawl. This is massive and changes a lot of how we're able to rollout the Brawlback suite. I suspect a lot more will now be possible on console as well. Stay tuned!
@atWisely
@TDot_MN
Not sure if this is supposed to be public information but fuck it, we're integrating with down the line so that is already taken care of.
Lots happening behind the scenes, it's looking more and more feasible to have rollback for brawl at a bare minimum. No release date for a POC yet, but stay tuned!
Oh also if for whatever reason you care: this is a modified version of P+ 3.0.0 with the physics delay code removed. I had to take out the physics delay code because it wouldn't boot with my plugin due to technical reasons.
If anyone wants to contribute, I have prepared a board with preliminary issues. I will continue to add stuff as it hits the membrane. A RT for visibility would be appreciated.
Had some life stuff happen that made me super depressed, but I feel much better now so I should be able to resume development at similar speeds to about a month ago. Thank you to everyone for their patience on Brawlback's release, we will get an Alpha out ASAP.
Hooking up direct will require me to render and make interactive an entirely new menu element as brawl doesn't have a (big enough) ASCII keyboard for tag entry. I will also need to remove a bunch of unneeded junk on the friends submenu.
I discovered something pertinently important for getting rollback to function fully today: not all important savestate memory is within labeled heaps tracked by the game. With this revelation I should be closer to completing the netcode.
Alright, I have setup a client server relationship between 2 Dolphin instances; now I just have to send inputs from one to the other during a setup match and then ez123 console mirroring prototype done
Ok, since my first hot take seems to actually be not very controversial at all anymore, let me drop a spicier one.
There have been a lot of new platform fighters coming out lately and almost all of them have been trying WAY too hard to appeal to the hyper-competitive early-onset
I recently tested the rollback POC on a middle of the pack PC and discovered that we're suffering from some performance issues, so I'm going to go for a slight detour to rework the way savestates are being saved to hopefully help with this. (1/?)
This morning I uncovered a very cursed bit of logic in brawl that is preventing me from moving forward with rollback. Essentially, the pad logic doesn't block when I stall game logic. I will need to fix this within brawl's code before proceeding.
@radarssbm
@Stuuude
@Sabre_Metrics
All of his foundational arguments are rooted in a very Americanized neo-Christian belief system. The harm is that this leads to a lot of toxic beliefs.
pretty insane to tell someone that struggles with psychosis that a group of people is after them and that they are in fact doing so under a religious guise but what do i know
This morning I uncovered a very cursed bit of logic in brawl that is preventing me from moving forward with rollback. Essentially, the pad logic doesn't block when I stall game logic. I will need to fix this within brawl's code before proceeding.
Closing in on the reason for many crashes.
Technical explanation: We're rolling back to a state with a different size of a vector without rolling back the vector itself in niche situations, causing an index to be out of scope and crashing the game.
I discovered something pertinently important for getting rollback to function fully today: not all important savestate memory is within labeled heaps tracked by the game. With this revelation I should be closer to completing the netcode.