diff --git a/README.md b/README.md
index 1a96ba9..8ccc5cf 100644
--- a/README.md
+++ b/README.md
@@ -34,15 +34,18 @@ The features in this modpack are configured through the menu, which can be acces
- Displays additional information onscreen
- Controls CPU behavior
-
+
-
+
+
+
+
+
## Stage Hazards
Set stage hazards on or off in Training Mode! Use this to practice on tournament legal stages with hazards.
-
## Save States
At any time in Training Mode, you can press `Grab + Down Taunt` to save the state of training mode. This will save the position, state, and damage of each fighter, which can then be reverted to at any time with `Grab + Up Taunt`. With the mirroring setting, loading the save state will flip the positions, allowing you to practice your skills facing both directions. Use this instead of the built-in training mode reset!
@@ -58,6 +61,7 @@ Practice with emulated extra input delay, in frames. Use this to practice with o
Practice moves on shield to find out the frame advantage of the moves performed. Best used with Infinite Shield. Can also be used to find the advantage on hit to determine appropriate followups.
## Hitbox Visualization
+
Currently, hitboxes and grabboxes are supported. When visualization is active, other move effects are temporarily turned off for easier visualization.
## CPU Behavior
@@ -88,40 +92,45 @@ The timing of the CPU option can be influenced by the following settings:
When multiple options are selected, one of the selected options will be chosen at random. Open / focused menus can be reset by pressing the `X` button. All menus can be reset to the default by pressing the `L` button. These defaults can be saved upon exiting the menu by pressing `R` when in-menu. Use this to make a preset that fits your personal training style.
-| Feature | Description | Options |
-|----------------------|---------------------------------------------------------------------------------------------|-------------------------------------------------------------------------------------------------------------------|
-| Mash Toggles | Actions to be performed as soon as possible out of hitstun or shieldstun | Airdodge, jump, shield, spotdodge, roll in, roll out, aerials, jab, tilts, smash attacks, grab, dash, dash attack |
-| Followup Toggles | Actions to be performed after the Mash option | Airdodge, jump, shield, spotdodge, roll in, roll out, aerials, jab, tilts, smash attacks, grab, dash, dash attack |
-| Attack Angles | For attacks that can be angled, such as some forward tilts | Neutral, up, down |
-| Ledge Options | Actions to be taken when on the ledge | Neutral getup, ledge roll, ledge attack, wait |
-| Ledge Delay | How many frames to delay the ledge option | 0 to 300 frames (5 seconds) in increments of 10 frames |
-| Tech Options | Actions to take when slammed into a hard surface | Miss tech, tech in place, tech roll in, tech roll out |
-| Miss Tech Options | Actions to take after missing a tech | Neutral getup, getup attack, roll in, roll out |
-| Defensive Options | Actions to take after a ledge option, tech option, or miss tech option | Spotdodge, roll in, roll out, jab, shield |
-| Aerial Delay | How long to delay a Mash aerial attack | 0 to 30 frames (0.5 seconds) |
-| OoS Offset | How many times the CPU shield can be hit before performing a Mash option | 0 to 30 hits |
-| Reaction Time | How many frames to delay before performing an option out of shield | 0 to 30 frames (0.5 seconds) |
-| Fast Fall | Should the CPU fastfall during a jump | Yes, No |
-| Fast Fall Delay | How many frames the CPU should delay their fastfall | 0 to 30 frames (0.5 seconds) |
-| Falling Aerials | Should aerials be performed when rising or when falling | Yes, No |
-| Full Hop | Should the CPU perform a full hop or a short hop | Yes, No |
-| Shield Tilt | Direction to tilt the shield | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
-| DI Direction | Direction to angle the directional influence during hitlag | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
-| SDI Direction | Direction to angle the smash directional influence during hitlag | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
-| Airdodge Direction | Direction to angle airdodges | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
-| SDI Strength | Relative strength of the smash directional influence inputs | Normal (8 frames between SDI inputs), Medium (6 frames), High (4 frames) |
-| Shield Toggles | CPU Shield Behavior | None, Infinite (no shield damage or decay), Hold (no shield decay until the shield is hit for the first time), Constant (no shield decay) |
-| Mirroring | Flips save states in the left-right direction across the stage center | None, Alternate, Random |
-| Throw Options | Throw to be performed when a grab is landed | None, Forward Throw, Back Throw, Up Throw, Down Throw |
-| Throw Delay | How many frames to delay the throw option | 0 to 150 frames (2.5 seconds) in increments of 5 frames |
-| Pummel Delay | How many frames after a grab to wait before starting to pummel | 0 to 150 frames (2.5 seconds) in increments of 5 frames |
-| Buff Options | Buffs to be applied to respective character when loading save states | Acceleratle, Oomph, Psyche Up, Bounce, Arsene, Deep Breathing, Limit Break, KO Punch, One-Winged Angel |
-| Input Delay | Frames to delay player inputs by | 0 to 10 frames (0.167 seconds) |
-| Save Damage | Should save states retain player/CPU damage | Yes, No |
-| Hitbox Visualization | Should hitboxes be displayed, hiding other visual effects | Yes, No |
-| Stage Hazards | Should stage hazards be present | Yes, No |
-| Frame Advantage | Display the time difference between when the player is actionable and the CPU is actionable | Yes, No |
-| Mash in Neutral | Should Mash options be performed repeatedly or only when the CPU is hit | Yes, No |
+| Tab | Feature | Description | Options |
+| ------------------ | -------------------- | ------------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------------- |
+| Mash Settings | Mash Toggles | Actions to be performed as soon as possible out of hitstun or shieldstun | Airdodge, jump, shield, spotdodge, roll in, roll out, aerials, jab, tilts, smash attacks, grab, dash, dash attack |
+| Mash Settings | Followup Toggles | Actions to be performed after the Mash option | Airdodge, jump, shield, spotdodge, roll in, roll out, aerials, jab, tilts, smash attacks, grab, dash, dash attack |
+| Mash Settings | Attack Angles | For attacks that can be angled, such as some forward tilts | Neutral, up, down |
+| Mash Settings | Throw Options | Throw to be performed when a grab is landed | None, Forward Throw, Back Throw, Up Throw, Down Throw |
+| Mash Settings | Throw Delay | How many frames to delay the throw option | 0 to 150 frames (2.5 seconds) in increments of 5 frames |
+| Mash Settings | Pummel Delay | How many frames after a grab to wait before starting to pummel | 0 to 150 frames (2.5 seconds) in increments of 5 frames |
+| Mash Settings | Falling Aerials | Should aerials be performed when rising or when falling | Yes, No |
+| Mash Settings | Full Hop | Should the CPU perform a full hop or a short hop | Yes, No |
+| Mash Settings | Aerial Delay | How long to delay a Mash aerial attack | 0 to 30 frames (0.5 seconds) |
+| Mash Settings | Fast Fall | Should the CPU fastfall during a jump | Yes, No |
+| Mash Settings | Fast Fall Delay | How many frames the CPU should delay their fastfall | 0 to 30 frames (0.5 seconds) |
+| Mash Settings | OoS Offset | How many times the CPU shield can be hit before performing a Mash option | 0 to 30 hits |
+| Mash Settings | Reaction Time | How many frames to delay before performing an option out of shield | 0 to 30 frames (0.5 seconds) |
+| Mash Settings | Mash in Neutral | Should Mash options be performed repeatedly or only when the CPU is hit | Yes, No |
+| ----- | ----- | ----- | ----- |
+| Defensive Settings | Airdodge Direction | Direction to angle airdodges | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
+| Defensive Settings | DI Direction | Direction to angle the directional influence during hitlag | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
+| Defensive Settings | SDI Direction | Direction to angle the smash directional influence during hitlag | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
+| Defensive Settings | SDI Strength | Relative strength of the smash directional influence inputs | None, Normal (8 frames between inputs), Medium (6 frames), High (4 frames) |
+| Defensive Settings | Clatter Strength | Relative strength of mashing out of grabs, buries, etc. | None, Normal (8 frames between inputs), Medium (6 frames), High (4 frames) |
+| Defensive Settings | Ledge Options | Actions to be taken when on the ledge | Neutral getup, ledge roll, ledge attack, wait |
+| Defensive Settings | Ledge Delay | How many frames to delay the ledge option | 0 to 300 frames (5 seconds) in increments of 10 frames |
+| Defensive Settings | Tech Options | Actions to take when slammed into a hard surface | Miss tech, tech in place, tech roll in, tech roll out |
+| Defensive Settings | Mistech Options | Actions to take after missing a tech | Neutral getup, getup attack, roll in, roll out |
+| Defensive Settings | Shield Toggles | CPU Shield Behavior | None, Infinite (no shield damage or decay), Hold (no shield decay until the shield is hit for the first time), Constant (no shield decay) |
+| Defensive Settings | Shield Tilt | Direction to tilt the shield | Neutral, out, up-out, up, up-in, in, down-in, down, down-out, left, right |
+| Defensive Settings | Defensive Options | Actions to take after a ledge option, tech option, or miss tech option | Spotdodge, roll in, roll out, jab, shield |
+| Defensive Settings | Buff Options | Buff(s) to be applied to respective character when loading save states | Acceleratle, Oomph, Psyche Up, Bounce, Arsene, Deep Breathing, Limit, K.O. Punch, Wing |
+| ----- | ----- | ----- | ----- |
+| Misc Settings | Mirroring | Flips save states in the left-right direction across the stage center | None, Alternate, Random |
+| Misc Settings | Save Damage | Should save states retain player/CPU damage | Yes, No |
+| Misc Settings | Enable Save States | Should save states be enabled or disabled | Yes, No |
+| Misc Settings | Frame Advantage | Display the time difference between when the player is actionable and the CPU is actionable | Yes, No |
+| Misc Settings | Hitbox Visualization | Should hitboxes be displayed, hiding other visual effects | Yes, No |
+| Misc Settings | Input Delay | Frames to delay player inputs by | 0 to 10 frames (0.167 seconds) |
+| Misc Settings | Stage Hazards | Should stage hazards be present | Yes, No |
+| Misc Settings | Quick Menu | Should use the quick menu instead of the web menu | Yes, No |
@@ -132,7 +141,7 @@ The training modpack requires the following prerequisite packages:
* Atmosphere: https://github.com/Atmosphere-NX/Atmosphere/releases
* Skyline: https://github.com/skyline-dev/skyline/releases
-To install the training modpack, download the .zip file from the [latest release page](https://github.com/jugeeya/UltimateTrainingModpack/releases/latest). Extract the files from the .zip file using the file explorer on Windows or Mac, or a program such as 7-zip (windows) or unzip (Linux). Then transfer the extracted contents onto the root of your SD card, merging the /atmosphere folder with the one on your SD card. No files need to be deleted when upgrading from a previous version. The SD card should have the below files at these locations.
+To install the training modpack, download the .zip file from the [latest release page](https://github.com/jugeeya/UltimateTrainingModpack/releases/latest). Extract the files from the .zip file using the file explorer on Windows or Mac, or a program such as 7-zip (windows) or unzip (Linux). Then transfer the extracted contents (atmosphere folder) onto the root of your SD card, merging the /atmosphere folder with the one on your SD card. No files need to be manually deleted when upgrading from a previous version. The SD card should have the below files at these locations.
```
SD Card Root
@@ -150,6 +159,7 @@ SD Card Root
│ │ ├── attack_angle.svg
│ │ ├── buff_state.svg
│ │ ├── check.svg
+ │ │ ├── clatter_strength.svg
│ │ ├── defensive_state.svg
│ │ ├── di_state.svg
│ │ ├── falling_aerials.svg
@@ -166,8 +176,10 @@ SD Card Root
│ │ ├── miss_tech_state.svg
│ │ ├── oos_offset.svg
│ │ ├── pummel_delay.svg
+ │ │ ├── quick_menu.svg
│ │ ├── reaction_time.svg
│ │ ├── save_damage.svg
+ │ │ ├── save_state_enable.svg
│ │ ├── save_state_mirroring.svg
│ │ ├── sdi_state.svg
│ │ ├── sdi_strength.svg
@@ -185,7 +197,8 @@ SD Card Root
├── libnn_hid_hook.nro
├── libnro_hook.nro
├── libparam_hook.nro
- └── libtraining_modpack.nro
+ ├── libtraining_modpack.nro
+ └── libtraining_modpack_menu.nro
```
To install a beta version of the modpack, follow the same procedure using the [latest beta release](https://github.com/jugeeya/UltimateTrainingModpack/tree/beta) on Github. Beta releases may have additional features and bugfixes, but are subject to change.
@@ -194,35 +207,114 @@ To install a beta version of the modpack, follow the same procedure using the [l
# Frequently Asked Questions
-* Can my Switch run the Training Modpack?
- * Your switch has to be hackable, which means it needs to be an early enough unit. You can check at https://ismyswitchpatched.com/ .
-* Is this mod wifi-safe?
- * Yes*. Smash online is client sided. What this means is when playing against an opponent, their instance of the game is separate from your instance of the game, and when the server sends over data from the other player, it is replicated on your screen. Desyncs arise from when properties from the other side differ from what your game expects. (For example, Mario’s Forward Smash dealing 95% instead of its’ normal amount of damage). Because Training Modpack is only available while using Training Mode, the training modpack is safe to use while using online games. However, you should recognize that mods are not sanctioned by Nintendo and that there is always some ban risk associated with using them. Use this mod and others at your own risk.
-* Is this mod compatible with Yuzu or other emulators?
- * No, emulators do not support Skyline yet, which is the code framework this mod works under. However, if those emulators add Skyline support at some point in the future, then it may be possible for the training modpack to run on those platforms.
-* Can I change the button combination to bring up the menu?
- * No, this is not currently supported. Use `SPECIAL+UPTAUNT` to open the menu.
-* How do I fix the error message "The software has been closed due to an error" when starting Smash?
- * If you're on a Mac, check your SD card for files with dots at the beginning of them in the training mod files, they should be deleted (like, `._libtraining_modpack.nro` in addition to `libtraining_modpack.nro`).
-* How do I fix the error message "Failed to open sdmc:/atmosphere/package3"?
- * This is caused by improperly setting up the SD card. When adding files onto the SD card, make sure that you extract the contents of the .zip file first then add only the contents and not the parent folder onto the SD card! Consult the [Atmosphere documentation](https://github.com/Atmosphere-NX/Atmosphere) for additional information.
-* How do I fix the error message "Panic occurred while running Atmosphere. Title ID: 010041544D530000 Error: std::abort (0xFFE)
- * This is caused by a missing or improper [Skyline](https://github.com/skyline-dev/skyline/releases) installation. Make sure that you install the `subsdk9` and `main.npdm` files to `atmosphere/contents/01006A800016E000/exefs/`, as indicated in the Installation instructions.
-* How do I remove the Training Mod?
- * It's as simple as removing the files associated with the modpack. Make sure you only remove the files that you wish to remove:
- * Modpack plugins
- * `atmosphere/contents/01006A800016E000/romfs/skyline/plugins/libnn_hid_hook.nro`
- * `atmosphere/contents/01006A800016E000/romfs/skyline/plugins/libnro_hook.nro`
- * * `atmosphere/contents/01006A800016E000/romfs/skyline/plugins/libparam_hook.nro`
- * `atmosphere/contents/01006A800016E000/romfs/skyline/plugins/libtraining_modpack.nro`
- * Additional static files
- * `atmosphere/contents/01006A800016E000/manual_html/html-document/contents.htdocs/*`
- * `TrainingModpack/*` (which is generated by the modpack)
- * Make sure that you only remove the files that you don't want on your SD card anymore (e.g. don't remove skyline if you have other skyline plugins)
-* What features are under development?
- * Check the [Projects Tab on Github](https://github.com/jugeeya/UltimateTrainingModpack/projects) and the Discord for the latest information on new development
-* How do I contribute to the modpack?
- * Pull requests to the project repository are welcome for new features and bugfixes.
+1. **There was a switch update, can I install it?**
+
+ Whenever there is a switch update, you will need to update Atmosphere as well. To continue playing with mods, you should not install switch updates until there is a corresponding Atmosphere update. If you accidentally update your switch and there isn't an atmosphere update available yet, you can continue playing without mods by turning your switch fully off (hold the power button) then turning it back on normally.
+2. **There was a smash update, can I install it?**
+
+ Yes, you can install updates to smash. The training modpack is generally resistant to changes in the game, so smash itself can be safely updated.
+3. **Can my switch run the Training Modpack?**
+
+ Depending on when your switch was manufactured, the exploits used to allow access to mods may or may not be patched and it may be possible for you to run mods like the Training Modpack on your switch. Enter the serial number of your switch into https://ismyswitchpatched.com/ to determine if your switch can be modded or not.
+4. **My switch is patched, can I still install the Training Modpack?**
+
+ No, your switch cannot run the Training Modpack. Only units that were manufactured before a certain point can run custom firmware and game mods.
+5. **My switch is "Possibly Patched", can I still install the Training Modpack?**
+
+ Possibly - it is not known whether your switch has the hardware patch installed or not. However, you can find out with no risk by completing the installation steps through step 12. If your switch launches into Atmosphere, then it is unpatched and you can run mods. If Tegra gives the message "Smashed the stack with a 0x0000 byte SETUP request!", then your switch is patched and cannot run mods.
+6. **Do I need an emuMMC?**
+
+ No, an emuMMC is not required for smash mods. Using an emuMMC is complicated and a known ban risk when connected online, so it is not recommended.
+7. **Can this mod be run on emulators?**
+
+ There is experimental support the Training Modpack on Ryujinx. Yuzu does not support Skyline (a prerequisite for loading the Training Modpack), so it cannot run the Training Modpack at this time.
+8. **How do I know that I installed the Training Modpack correctly?**
+
+ When launching smash for the first time after installing the Training Modpack, you should receive a pop up notification confirming that you've installed it correctly. You can also check your SD card to make sure that you have all of the files installed in the correct location. If you have the following files, its likely that everything else is installed correctly as well. `SD:/atmosphere/contents/01006A800016E000/exefs/main.npdm`, `SD:/atmosphere/contents/01006A800016E000/romfs/skyline/plugins/libtraining_modpack.nro`
+9. **How do I launch smash without the Training Modpack?**
+
+ Hold the `L` button as you are launching smash.
+10. **I can launch smash, but the mod doesn't seem to be doing anything in training mode?**
+
+ This usually indicates that either the modpack or skyline was not installed in the correct location. Read the installation instructions again carefully, and ensure that you have placed all of the files in the exact locations specified.
+11. **How do I open the menu?**
+
+ Hold the `SPECIAL` button and press `UP TAUNT` while in training mode. Typically this is `B+DPAD UP`, but do note that these are affected by your control scheme so if you have changed those inputs you need to adjust accordingly.
+12. **Why does the menu open slowly?**
+
+ The menu uses a built-in web browser for its display, inputs, and styling. It takes about 2 seconds for the browser to open. If you prefer a quicker experience and are frequently opening the menu to adjust your settings, the beta release includes a "Quick Menu" with a different backend.
+13. **Why are the save state mirroring positions slightly off on Town and City and Smashville?**
+
+ These two stages are actually slightly asymmetrical. On Smashville, the left side is 4 units longer than the right side. On Town and City, the left side is 2 units shorter than the right side. This asymmetry is not currently accounted for in the Training Modpack when mirroring save states.
+14. **How do I install the Training Modpack?**
+
+ Full installation instructions are provided in the #setup-and-download discord channel
+15. **How do I install an update to the Training Modpack?**
+
+ The process for installing and update is very similar to the initial installation. Download the new `.zip` file from the Github releases page, extract the contents, then drag the atmosphere folder to the root of your SD card. Any existing files will be replaced, so there is no need to delete any files manually.
+16. **How do I install a beta release to the Training Modpack?**
+
+ To install a beta release, follow the same process as updating the Training Modpack. Download the beta `.zip` file from the Github releases page, extract the contents, and drag the atmosphere folder to the root of your SD card. Any existing files will be replaced, so there is no need to delete any files manually.
+17. **How do I remove the Training Modpack?**
+
+ Removing the Training Modpack is as simple as deleting the files and folders that are associated with the modpack, listed below:
+ `SD:/atmosphere/contents/01006A800016E000/manual_html/html-document/training_modpack.htdocs/`
+ `SD:/atmosphere/contents/01006A800016E000/romfs/skyline/plugins/libnn_hid_hook.nro`
+ `SD:/atmosphere/contents/01006A800016E000/romfs/skyline/plugins/libnro_hook.nro`
+ `SD:/atmosphere/contents/01006A800016E000/romfs/skyline/plugins/libparam_hook.nro`
+ `SD:/atmosphere/contents/01006A800016E000/romfs/skyline/plugins/libtraining_modpack.nro`
+ `SD:/TrainingModpack/`
+18. **Can I donate to the Training Modpack?**
+
+ You can find the donation link in the #faq Discord channel. We use the money to commission video edits for releases, so thank you if you do end up donating!
+19. **Do I have to repeat the process of installing the mods EVERY time I turn my switch on?**
+
+ The custom firmware Atmosphere stays loaded when the switch goes to sleep, but not if it is fully powered off. So you only need to go through the process of injecting the payload through TegraRCMGui when the switch is fully powered off, such as if the SD card is removed.
+20. **I've heard about people getting banned while uing this mod online. Can I use this while playing online without getting banned?**
+
+ The Training Modpack features are only applied while in training mode and do not affect any of the other game modes outside of it, including online play. Smash online is client sided, so only the data that is sent to other players is available for inspection by Nintendo. Since the Training Modpack doesn't affect that data, the Training Modpack is safe to use when playing online. This conclusion is backed up by user experience, where many users have played online with the Training Modpack active and have suffered no adverse consequences.
+ *HOWEVER*, please understand that there is inherent risk involved with smash modding, and no guarantee is made that your switch will not be banned. Other wifi-unsafe mods, unsportsmanlike online play, cheating, save editors, online emuMMC, pirating, and other activities may result in a ban. Nintendo has not published a list of ban-worthy activities, nor have they communicated that modding is acceptable, but these are several well-known causes from user experience. It is your responsibility to understand these risks, since it is your switch and your choices.
+21. **Can I change the button combination to bring up the menu?**
+
+ This functionality is not supported at this time. However, it is a common request and we are looking into the possibility for the future.
+22. **What features does the Training Modpack have? What does each option do?**
+
+ The Training Modpack has a wide array of features to improve training mode. Some of the more impactful improvements are the ability to save and load fighter positions, practice with hazards off, and adjust CPU behavior in certain scenarios. A full list and explanation of the different settings is available on the Github page here: https://github.com/jugeeya/UltimateTrainingModpack#features
+23. **I think I found a bug in the Training Modpack. How do I report it?**
+
+ First check in the #bug-reports channel and Github Issues to see if it has already been reported. If it hasn't, please collect as much information as you can about the bug (including how to reproduce it!) and submit it either in the #bug-reports channel or as an issue on Github here: https://github.com/jugeeya/UltimateTrainingModpack/issues
+24. **I have an idea for a new feature in the Training Modpack? How do I suggest it?**
+
+ Suggestions are always welcome! You can request new features in the #requests channel. Please do keep in mind that the developers are volunteers with busy lives, so we may not be able to implement every suggestion, but we do read all requests in that channel and often prioritize features that are highly requested.
+25. **What happens when I pick multiple options for a setting, such as mash or tech options?**
+
+ Some menu settings allow for multiple selections. When there are several settings selected, the CPU will randomly choose between the selections when that setting is triggered. For instance, if you have both "Ledge Jump" and "Neutral Getup" selected under "Ledge Options", then the CPU will randomly select between those two options when deciding what to do when it is on the ledge.
+26. **How do I reset my Training Modpack settings?**
+
+ If you want to completely reset your menu selections back to the factory default, all you have to do is delete this file:
+ `SD:/TrainingModpack/training_modpack_menu.conf`
+27. **What input delay should I pick for practicing online?**
+
+ Good LAN connections can be simulated with an input delay of 3-5 frames. Poorer Wifi connections can be up to 6-8 frames.
+28. **How do I install other mods, like skins or stages?**
+
+ You will need to use the Arcropolis mod manager to enable other types of mods. This discord is focused on the Training Modpack; more information on installation of other mods can be found in the general SSBU modding discord, which is linked in #welcome .
+29. **Can I put the Training Modpack under my `SD:/ultimate/mods` folder?**
+
+ No, the Training Modpack is not supported in a chainloading configuration. Please only install in the recommended location.
+30. **Are there any known mods that conflict with the Training Modpack?**
+
+ Currently the known conflicts are:
+
+ * HewDraw Remix (HDR)
+ * Minecraft Skins
+
+31. **Who created the Training Modpack?**
+
+ jugeeya is the creator of the Training Modpack, along with its predecessor in Smash 4. There are a number of developers who contribute new features and bugfixes as well, listed on the contributors page: https://github.com/jugeeya/UltimateTrainingModpack/graphs/contributors
+32. **I want to contribute as a developer to the Training Modpack. How do I get started?**
+
+ If you'd like to help out as a developer, we welcome any contributions! The Training Modpack is written in Rust, and uses the Skyline framework to hook into existing Smash functions to add functionality to training mode. If you aren't already familiar with Rust, the Rust book is a great place to start familiarizing yourself with the syntax and structure: https://doc.rust-lang.org/book/ . You can also take a look through the existing codebase on Github to check out how everything works right now. It's all open source!
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