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update versions, add help text for all options
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5 changed files with 67 additions and 34 deletions
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@ -1,6 +1,6 @@
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[package]
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[package]
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name = "training_modpack"
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name = "training_modpack"
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version = "2.0.0"
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version = "2.5.0"
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authors = ["jugeeya <jugeeya@live.com>"]
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authors = ["jugeeya <jugeeya@live.com>"]
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edition = "2018"
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edition = "2018"
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@ -38,7 +38,7 @@ include $(DEVKITPRO)/libnx/switch_rules
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# NACP building is skipped as well.
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# NACP building is skipped as well.
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#---------------------------------------------------------------------------------
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#---------------------------------------------------------------------------------
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APP_TITLE := Training Modpack
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APP_TITLE := Training Modpack
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APP_VERSION := 2.4.1beta
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APP_VERSION := 2.5
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TARGET := ovlTrainingModpack
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TARGET := ovlTrainingModpack
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BUILD := build
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BUILD := build
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@ -11,7 +11,16 @@ const std::vector<std::string> on_off{"Off", "On"};
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// Frame Advantage
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// Frame Advantage
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const std::vector<std::string> frame_advantage_items{""};
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const std::vector<std::string> frame_advantage_items{""};
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const std::string frame_advantage_help = R""""(
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const std::string frame_advantage_help = R""""(
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TODO)"""";
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Show frame advantage when
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hitting a CPU's shield.
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This is comparing true frames
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of actionability between the
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CPU and player.
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Use this to practice optimal
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aerial heights and specific
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safe hitboxes.)"""";
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// Side Taunt
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// Side Taunt
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@ -42,6 +51,14 @@ CPUs DI in the direction specified
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position).
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position).
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)"""";
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)"""";
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const std::string sdi_help = R""""(
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Specified Direction
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CPUs SDI in the direction specified
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(relative to the player's facing
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position) every four frames
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during hitlag.
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)"""";
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// Left Stick
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// Left Stick
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const std::string left_stick_help = R""""(
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const std::string left_stick_help = R""""(
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Specified Direction
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Specified Direction
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@ -51,7 +68,7 @@ in the direction specified
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position).
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position).
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Currently only used for
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Currently only used for
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- air dodge
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- Airdodge
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)"""";
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)"""";
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@ -67,11 +84,8 @@ Currently only used for
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DEFINE_ENUM_CLASS(LedgeFlag);
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DEFINE_ENUM_CLASS(LedgeFlag);
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const std::string ledge_help = R""""(
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const std::string ledge_help = R""""(
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CPUs will perform a ledge option.
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CPUs will perform a ledge option
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among the selected options.
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Specific ledge options can be
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chosen and include:
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Normal, roll, jump, and attack
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CPUs will also perform a defensive
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CPUs will also perform a defensive
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option after getting up.
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option after getting up.
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@ -91,10 +105,8 @@ DEFINE_ENUM_CLASS(TechFlag);
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constexpr const char* const tech_help = R""""(
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constexpr const char* const tech_help = R""""(
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CPUs will perform a random
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CPUs will perform a random
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tech option.
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tech option among the selected
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options.
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Specific tech options can be chosen and include:
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In place, roll, and miss tech
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CPUs will also perform a defensive
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CPUs will also perform a defensive
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option after getting up.)"""";
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option after getting up.)"""";
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@ -117,8 +129,8 @@ Choose the defensive option a CPU
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will perform after teching or
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will perform after teching or
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getting up from the ledge.
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getting up from the ledge.
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Specific options include:
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The option will be random
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Flash shield, spotdodge, and jab
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among the selected options.
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)"""";
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)"""";
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// Mash States
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// Mash States
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@ -127,14 +139,11 @@ Use this toggle along with the Shield
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Options toggle to practice moves on
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Options toggle to practice moves on
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shield.
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shield.
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The option will be random
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among the selected options.
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CPUs will mash on the first frame out
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CPUs will mash on the first frame out
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of hitstun, out of specific states.
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of hitstun or out of specific states.
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Airdodge
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- Hitstun
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CPUs will also shield quickly if they
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are hit and remain grounded.
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)"""";
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)"""";
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// Action items (Follow Up only atm)
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// Action items (Follow Up only atm)
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@ -152,8 +161,12 @@ are hit and remain grounded.
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DEFINE_ENUM_CLASS(ActionFlag);
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DEFINE_ENUM_CLASS(ActionFlag);
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const std::string follow_up_help = R""""(
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const std::string follow_up_help = R""""(
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Action to buffer
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The selected action will be
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after the first mash option
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buffered after the specified
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mash option.
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The option will be random
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among the selected options.
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)"""";
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)"""";
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// Shield States
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// Shield States
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@ -171,7 +184,9 @@ not deteriorate over time or
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by damage.
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by damage.
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Hold
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Hold
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CPUs will hold a normal shield.)"""";
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CPUs will hold a normal shield.
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This shield will not deteriorate
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until hit once.)"""";
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// Hitbox visualization
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// Hitbox visualization
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const std::string hitbox_help = R""""(
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const std::string hitbox_help = R""""(
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@ -214,7 +229,7 @@ as a single hit.)"""";
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const std::string reaction_time_help = R""""(
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const std::string reaction_time_help = R""""(
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Additional reaction time
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Additional reaction time
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in frames
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in frames.
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Used to delay OOS Options.)"""";
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Used to delay OOS Options.)"""";
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@ -238,4 +253,23 @@ DEFINE_ENUM_CLASS(DelayFlag);
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#define ENUM_CLASS_BoolFlag(type,x) \
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#define ENUM_CLASS_BoolFlag(type,x) \
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x(type,True,"True") x(type,False,"False")
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x(type,True,"True") x(type,False,"False")
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DEFINE_ENUM_CLASS(BoolFlag);
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DEFINE_ENUM_CLASS(BoolFlag);
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const std::string fast_fall_help = R""""(
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CPUs will fast fall
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out of jumps and aerial
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attacks as soon as possible.)"""";
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const std::string fast_fall_delay_help = R""""(
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Frames to delay CPU
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fast fall.)"""";
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const std::string falling_aerials_help = R""""(
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CPUs will only begin
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aerials at the apex of
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their jump.)"""";
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const std::string full_hop_help = R""""(
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CPUs will full hop
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rather than short hop
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aerials.)"""";
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@ -366,7 +366,6 @@ tsl::elm::Element* GuiMain::createUI()
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list->addItem(new tsl::elm::CategoryHeader("Mash", true));
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list->addItem(new tsl::elm::CategoryHeader("Mash", true));
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list->addItem(createBitFlagOption(&menu.MASH_STATE, "Mash Toggles", mash_help));
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list->addItem(createBitFlagOption(&menu.MASH_STATE, "Mash Toggles", mash_help));
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list->addItem(createBitFlagOption(&menu.FOLLOW_UP, "Followup Toggles", follow_up_help));
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list->addItem(createBitFlagOption(&menu.FOLLOW_UP, "Followup Toggles", follow_up_help));
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ValueListItem* mashNeutralItem =
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ValueListItem* mashNeutralItem =
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@ -377,7 +376,7 @@ tsl::elm::Element* GuiMain::createUI()
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list->addItem(new tsl::elm::CategoryHeader("Left Stick", true));
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list->addItem(new tsl::elm::CategoryHeader("Left Stick", true));
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list->addItem(createBitFlagOption(&menu.DI_STATE, "Set DI", di_help));
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list->addItem(createBitFlagOption(&menu.DI_STATE, "Set DI", di_help));
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list->addItem(createBitFlagOption(&menu.SDI_STATE, "Set SDI", ""));
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list->addItem(createBitFlagOption(&menu.SDI_STATE, "Set SDI", sdi_help));
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list->addItem(createBitFlagOption(&menu.LEFT_STICK, "Airdodge Direction", left_stick_help));
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list->addItem(createBitFlagOption(&menu.LEFT_STICK, "Airdodge Direction", left_stick_help));
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list->addItem(new tsl::elm::CategoryHeader("Shield", true));
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list->addItem(new tsl::elm::CategoryHeader("Shield", true));
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list->addItem(new tsl::elm::CategoryHeader("Aerials", true));
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list->addItem(new tsl::elm::CategoryHeader("Aerials", true));
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list->addItem(createBitFlagOption(&menu.FAST_FALL, "Fast Fall", ""));
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list->addItem(createBitFlagOption(&menu.FAST_FALL, "Fast Fall", fast_fall_help));
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list->addItem(createBitFlagOption(&menu.FAST_FALL_DELAY, "Fast Fall Delay", "In Frames"));
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list->addItem(createBitFlagOption(&menu.FAST_FALL_DELAY, "Fast Fall Delay", fast_fall_delay_help));
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list->addItem(createBitFlagOption(&menu.FALLING_AERIALS, "Falling Aerials", ""));
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list->addItem(createBitFlagOption(&menu.FALLING_AERIALS, "Falling Aerials", falling_aerials_help));
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list->addItem(createBitFlagOption(&menu.FULL_HOP, "Full Hop", ""));
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list->addItem(createBitFlagOption(&menu.FULL_HOP, "Full Hop", full_hop_help));
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list->addItem(new tsl::elm::CategoryHeader("Miscellaneous", true));
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list->addItem(new tsl::elm::CategoryHeader("Miscellaneous", true));
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@ -1,4 +1,4 @@
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# assumes you've set ip with `cargo skyline set-ip [x.x.x.x]`
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# assumes you've set ip with `cargo skyline set-ip [x.x.x.x]`
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cargo skyline build --release && cargo skyline install
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cargo skyline build --release && cargo skyline install
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cd TrainingModpackOverlay && make && cd - && cargo skyline cp TrainingModpackOverlay/ovlTrainingModpack.ovl sd:/switch/.overlays
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cd TrainingModpackOverlay && make clean && make && cd - && cargo skyline cp TrainingModpackOverlay/ovlTrainingModpack.ovl sd:/switch/.overlays
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