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COMPETITIVE Brawl+: Code Agenda

Unseen_Killa

Smash Apprentice
Joined
Mar 21, 2008
Messages
141
Location
Peoria, AZ
IRC CHANNEL TIME
For anyone who doesn't know, IRC is just a chat service where you can join multiple servers and chatrooms.

I had a discussion with Kupo about creating an IRC channel, and basically, he gave me permission, lol. People deemed worthy will get moderation powers in the channel (Kupo obvilously, and some others).

There's two really easy ways to join the new Brawl+ channel. The first easiest possible way is to just click this link and create a nickname:
http://www.gamesurge.net/chat/BrawlPlus

SO EZ RIGHT?

The second way is to download an IRC client that you can use. You can save your nick and stuff, and I'm pretty sure it's the only way you can get permanent modding powers (not that it matters for most of you). The benefit to a client is you can join multiple channels and servers.

I recommend mIRC if you're going to download a client. Get it here:
http://www.mirc.com/get.html
Here's a guide if you need help. http://www.mirc.com/install.html
 

Garde

Smash Ace
Joined
Jul 5, 2003
Messages
619
Location
SLO, CA
I'm not sure if this has already been discussed, but the hit stun coefficient table has misleading %'s.

The actual percents should be the (new value)/(default value), where (default value) = .4.

This way, a .48 coefficient is actually a 20% increase in hit stun, and a .5 coefficient is actually a 25% increase in hit stun from the base value. I was messing around with different hit stun settings, and .5 is FAR more than a mere 10% increase in hit stun, if you count the frames in slow-mo.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
The new code manager is awesome thanks!

I'm not sure if this has already been discussed, but the hit stun coefficient table has misleading %'s.

The actual percents should be the (new value)/(default value), where (default value) = .4.

This way, a .48 coefficient is actually a 20% increase in hit stun, and a .5 coefficient is actually a 25% increase in hit stun from the base value. I was messing around with different hit stun settings, and .5 is FAR more than a mere 10% increase in hit stun, if you count the frames in slow-mo.
We realize that but its actually +10% and not 10%. With the new members to brawl+, we are going to start calling it by float points now.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Yes, the notation doesn't really make sense. I would be all for just formally adopting posting the actual constant (.485, etc).

Also, are any of the new codes worth using? I'm hearing bad things about the buffering code and that the hitlag code nerfs Zamus's stun shots, which is a no-go for me. Any good values for the 8.1 shieldstun?
 

Garde

Smash Ace
Joined
Jul 5, 2003
Messages
619
Location
SLO, CA
What exactly does hitlag division do? I was under the impression that it made the lag of attacks smaller (but I'm unsure of whether this is before or after active frames). Wouldn't this help ZSS's stun gun, making it more easily spammable?
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Man ZSS is a beast now.... I haven't tried her in about a month. ZSS at 1.4 dash and .8 SH is just insane. All of her airs can juggle people across the stage hehe. I didn't find anything that looked too hard to DI/tech out of, but still really fun. I may post some footage of her some time soon, I'll have to see how it goes against humans.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Man ZSS is a beast now.... I haven't tried her in about a month. ZSS at 1.4 dash and .8 SH is just insane. All of her airs can juggle people across the stage hehe. I didn't find anything that looked too hard to DI/tech out of, but still really fun. I may post some footage of her some time soon, I'll have to see how it goes against humans.
You use 1.4 dash speed and .8 sh. Of course zss is beast. Her sh was too high before to really spam aerials and the dash speed makes her even faster. Even though the sh/dash codes do speed up the game, I really don't think they're something we should be messing with like this, especially since they hurt some characters' preexisting options.

@Garde: Hitlag is equivalent to freeze frames. Characters in the state of hitlag are just frozen there for a moment until the hitlag wears off. It doesn't reduce actual lag on moves, just how long a character is frozen when they hit or are hit by one lol
 

KayJay

Smash Ace
Joined
Apr 19, 2008
Messages
530
Location
Austria
NNID
KayJay84
3DS FC
1848-1677-7521
Doesn't 1.4 Dash speed make running upsmashes too powerful? I only played on 1.2 Dash Speed and there was a big increase in the slidelenght from a running up smash (every character).
 
D

Deleted member

Guest
**** why does this topic produce over 200 posts every night? >_>
and sweet worl on the buffer mod, that'll sure make the code limit less of an issue
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
You use 1.4 dash speed and .8 sh. Of course zss is beast. Her sh was too high before to really spam aerials and the dash speed makes her even faster. Even though the sh/dash codes do speed up the game, I really don't think they're something we should be messing with like this, especially since they hurt some characters' preexisting options.

Fair enough, I was previously of this view point too, so I can see where you are coming from. It does affect some slower airs and the double SH airs a bit.

I tried out .9 and most of the double fairs were impossible even with 1 buffer on, so the changes would occur at that rate also. I wouldn't like to see us keeping such a bad SH height simply because we want the exact moveset possibilities from vanilla brawl when lowering the SH opens as many options as it closes. I think we should keep a open mind on minor gameplay changes, and see the positives and negatives before dismissing them. Both marth and DK finish their SHFF airs and can follow up with another much like their doubles. Even ganon's SHFF dair has the hitbox come out right at ground level making it really fast, but the negative is you can't thunderstorm AC.

The faster dash does affect up smashes out of dash a bit, but it only dramatically buffs the ones that stay out long like sonic's. All up smashes do travel further since the dash is faster, and actually in some instances it's harder to land the hitbox right because of the speed/slide.
 

hyperhopper

Smash Ace
Joined
Nov 5, 2008
Messages
643
Location
ON MY ROOMBA!
9) How about character balance? Are you guys going to fix _______?
Due to Brawl's defensive nature, certain characters may appear to be a lot worse than they actually are. With hacks made simply to core game mechanics, most characters benefit in a way that makes them viable. For example, several benefit tremendously from L-canceling alone. However, this does not mean that we are ignoring the issue regarding overpowered (or underpowered) characters. If there is space (our limit is 256 lines) we will definitely do what we can to fit in as many character fixes as possible.


what is this 256 line limit?

also, at the above post, what is buffer?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
9) How about character balance? Are you guys going to fix _______?
Due to Brawl's defensive nature, certain characters may appear to be a lot worse than they actually are. With hacks made simply to core game mechanics, most characters benefit in a way that makes them viable. For example, several benefit tremendously from L-canceling alone. However, this does not mean that we are ignoring the issue regarding overpowered (or underpowered) characters. If there is space (our limit is 256 lines) we will definitely do what we can to fit in as many character fixes as possible.


what is this 256 line limit?

also, at the above post, what is buffer?
this is not the place to ask those questions. Please ask them in the FAQ thread
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Kupo would it be possible to get a hacker to look at how viable speeding up the tech roll animation would be? I think it would be a helpful benefit to performing techs correctly. Also that 1 line buffer code is awesome! It allowed me the code space to put back in your dash cancel code, and that with dash dancing is just too fun^^.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
So is the 1 line buffer mod working for you, then? I haven't tried it.
 

CountKaiser

Smash Lord
Joined
Jan 16, 2009
Messages
1,370
Location
In space
what is dashdancing?
Dash dancing is where one dashes in the other direction of the initial dash while still in the first few frames of the beginning of the dash. It is an approach technique used to keep the opponent guessing.

Also, Osi, what is our full codeset? I'd like to try it, if you don't mind posting, that is.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Can someone please test the Lagless Edges code with no other codes active and ensure that it fulfills it's purpose?
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Dash dancing is where one dashes in the other direction of the initial dash while still in the first few frames of the beginning of the dash. It is an approach technique used to keep the opponent guessing.

Also, Osi, what is our full codeset? I'd like to try it, if you don't mind posting, that is.
I'm currently altering my code set to put in some more things now that a 1 line buffer code is out, but I can post the one I've been testing on the past 2 days. Previous to this the only changes for the past week on mine were sh/d/ff was at .9 SH/1.2 dash/ 120% fast fall.

This is the one I have been using lately:


Code:
RSBE01
Smash Bros Brawl (US)

Brawl+

Tripping Rate Modifier (Creator Y.S., Ported by Kirby is cool)
0481CB34 C0220020
045A9340 00000000

Lagless ledges: Phantom wings (24 lines) *updated
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
58010000 0000007C
30000038 00000074
86000002 00000040
86910002 40800000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Dash Dancing:  Phantom wings (5 lines)
C271F474 00000004
81830058 2C0C000E
4182000C C0230040
48000008 FC20D090
60000000 00000000

No Auto Sweetspotting(v1.0): 45 Lines (Phantom Wings)
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
32000000 0000000F
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
92210003 00000018
58010000 0000007C
58010000 0000002C
92210004 00000004
4A001002 00000000
C078172C 0000000B
9421FF80 BC410008
3C808000 60841808
80A40008 80C4000C
80E40010 C0060010
C026001C FC000840
40810014 890700D4
7108007F 990700D4
4800000C 890700D5
990700D4 B8410008
38210080 4E800020
60000000 00000000
34000038 00000111
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
C278172C 00000002
98030001 80010014
60000000 00000000
C27816E0 00000002
98030001 80010014
60000000 00000000

Auto L-canceling (32 lines)
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
92210003 00000014
58010000 000000C4
92210004 00000010
4A000000 805A0100
92210005 00000000
88A00004 00000005
4A001002 00000000
30000036 00000018
4A001003 00000000
92210005 00000040
88900005 00000004
94210005 00000040
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Allow Replays Longer Than Three Minutes
040E5DE8 60000000

Hitstun 2.0:[Phantom Wings] (34 lines)
42000000 80000000
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000070
58010000 0000007C
34000038 00000042
36000038 00000049
4A001002 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
045A9300 3EF851EC
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000

Fall speed:
04641524 3FA00000

Level Speed Modifier (Specific Stages) (12 lines) [Phantom Wings/Almas]
4A000000 90000000
1416A904 00000000
22623090 00000009
22623090 0000000B
22623090 00000013
22623090 00000014
22623090 00000016
22623090 00000019
22623090 0000001C
22623090 00000023
22623090 0000002D
1416A904 3F800000
E0000000 80008000

P.Trainer Infinite Stamina: (28 lines)
48000000 80000000
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
92210002 00000000
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000008
20001810 0000001D
14017FB0 4F000000
20001811 0000001E
14016300 4F000000
20001811 0000001F
14011124 4F000000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

New Shield Stun 3/5) (12 Lines)
C28753EC 00000007
FC20F890 4800000D
40400000 40A00000
839F007C A39C0006
2C1C001A 41820014
7F8802A6 C03C0000
C05C0004 FC2117FA
FC00081E 00000000
C277F78C 00000003
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000

No Frame Buffer (23 Lines)
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000068
30000154 00000009
1400015C 00000001
14000150 00000001
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Short hop/Dash/Fastfall (12 Lines)
045A930C 3F4CCCCD
045A9304 3F4CCCCD
045A9308 3FB33333
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE2008 EC3F0072
4E800020 00000000
4E800020 00000000

Hitlag Modifier (Divided by two add 1) (7 Lines)
C2771EC0 00000006
39C0000A 2C040001
41800014 1C840005
7C8473D6 38840001
48000008 38800001
90830010 60000000
60000000 00000000
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
btw, the 1 buffer code is actually a no buffer code no matter what value you put in there. I informed spunit also
Is it really? In that case I'm probably going to stick with the old one for the 1 line of buffer for a while until it's worked out. Would it be possible to make that a 1 line buffer code for only the value of 1, or is the code simply turning off buffering mechanic all together?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Is it really? In that case I'm probably going to stick with the old one for the 1 line of buffer for a while until it's worked out. Would it be possible to make that a 1 line buffer code for only the value of 1, or is the code simply turning off buffering mechanic all together?
it should act like the old code. We just need to wait until spunit fixes it
 

Garde

Smash Ace
Joined
Jul 5, 2003
Messages
619
Location
SLO, CA
I think Marioblaze was referring to the code set that Osi posted. And honestly, that isn't even hard to copy and paste into a blank text file.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
btw, the 1 buffer code is actually a no buffer code no matter what value you put in there. I informed spunit also
So just to be clear, if I put this in:
0485B784 3800000A
The no buffer code will be in effect?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I think Marioblaze was referring to the code set that Osi posted. And honestly, that isn't even hard to copy and paste into a blank text file.
no he was talking to the OP
So just to be clear, if I put this in:
0485B784 3800000A
The no buffer code will be in effect?
It should. I tried putting 0001 and 0003 and both felt like 0000 so I would imagine that 000A is 0000 as well.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
I'm really hopeful a west coast large tourney picks up brawl+, even as just a side event. I'd love somewhere to go for competition on this.
 
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