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Brawl+ (Competitive Hacks): Codes, Videos, and Discussion (THREAD OUT OF DATE)

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
@Alopex, I'm pretty sure anyone can auto-cancel because the window of frames from jumping to landing is sufficient to contain the entire arial attack.
Precisely. In regular Brawl, Ganon's shorthop is longer than his Dair, granting the ability to "Lightning Storm," or continuously use the Dair with lagless landings.

Even though Ganon may travel upwards the same height, falling faster after the apex of his jump means that there are fewer frames for him to be in the air, so the arial attack lasts longer than the short hop, creating landing lag.
See, that's my thought, but we don't have the frame data to show exactly how soon, compared to the shorthop, the Dair ends.

It's possible that the Dair ends sufficiently early before the shorthop ends that we can increase the fall speed and Ganon would still have enough shorthop frames to complete the Dair and get the autocancel.

But we don't know that, so it would be good to test it and see. Because then we can increase the fall speed without affecting that "tech".

According to zxeon:
The whole reason Ganon auto-cancels his dair is because you do it on the way up thus it would not be affected.

I think it's obvious though, that the fall speed does also play a role in the execution. The question is, how big a role?

And that's what I wanted paprika to test for us while the NTSC code is still in the works.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
You don't need the exact frame data to know that his D-Air won't autocancel if you increase his fall speed by any meaningful amount. It needs to be done immediately as you leave the ground normally. Landing even as little as 1-3 frames earlier would be enough to make it not autocancel.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
You don't need the exact frame data to know that his D-Air won't autocancel if you increase his fall speed by any meaningful amount. It needs to be done immediately as you leave the ground normally. Landing even as little as 1-3 frames earlier would be enough to make it not autocancel.
That's a shame. Looks like the Thunderstomp could be on it's way out.
 

MuBa

Smash Lord
Joined
Nov 4, 2005
Messages
1,958
Location
Dragon Kick you into the Milky Way!
Okay so I did a little research on the codes between PAL and US and I've found some stuff...

The Base Address of PAL's codes are always E220 bigger than US for example...

Example #1

Unlock all Chars: [Link] - PAL

42000000 90000000
04189860 FFFFFFFF
04189864 FFFFFFFF
E0000000 80008000

and

Unlock all Characters [eric] - USA

42000000 90000000
0417B640 FFFFFFFF
0417B644 FFFFFFFF
E0000000 80008000

Now....

0417B640 + E220 = 04189860

0417B644 + E220 = 04189864


Example #2

Unlock Stickers: [Link] - PAL

42000000 90000000
0818A5B8 80638063
215D0004 00000000
E0000000 80008000

and

Have all Stickers [eric] - USA
42000000 90000000
0817C398 80638063
215D0004 00000000
E0000000 80008000

0817C398 + E220 = 0818A5B8


So there's my proof that Base Address of USA = PAL - E220 or PAL = USA + E220



Now here's the problem when I tried converting the vertical momentum code...the game crashes. I don't know why either. Here's what I did though:

PAL - Vertical Momentum Modifier
0463E0D0 3F800000 (upwards)
0463E0D4 3F800000 (downwards)

so...

0463E0D0 - E220 = 0462FEB0
0463E0D4 - E220 = 0462FEB4

According to the formula I used from before I should get:

USA - Vertical Momentum Modifier (DOES NOT WORK)
0462FEB0 3F800000
0463E0D4 3F800000

(And yes I fiddled around with the modifier and still no luck)

So I suspect that the PAL code is either wrong or I'm not doing something right.
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
It's not working

PAL - Vertical Momentum Modifier
0463E0D0 3F800000 (upwards)
0463E0D4 3F800000 (downwards)
I have a PAL Wii and PAL Brawl, but that code is doing nothing for me.

I've noticed it's a base address write, not a pointer offset write: is that address a pointer? Did you check that the code did the same thing in multiple levels, with different characters and settings? If that address isn't a pointer (i.e. if it's where you found the upwards/downwards modifier), it could be for something completely different depending on the level. The upwards/downwards modifier would be in a different location from level to level, and a pointer code needs to be used.

If it is a pointer code, I'm sorry, but that's the only reason that I can think of for it not to be working.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
The difference method doesn't always work. It may also have to do with what's there when you're not at Spear Pillar. paprika killer have you tested if the code works (doesn't crash) when load from SD? It seams to be the type of code the need if guards.
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
So there's my proof that Base Address of USA = PAL - E220 or PAL = USA + E220
I've tried converting codes that way, from NTSC to PAL, using the same offset (I found out it was E220 by comparing the size and gravity modifiers in PAL and NTSC). I tried with the MAD and ALC but neither worked (apparently though, pointers are more erratic and don't vary by the same amount like base address writes(non-pointer values) between versions).

Read my previous post (3 posts above).
 

sagemoon

Smash Lord
Joined
May 22, 2006
Messages
1,162
Location
Lynnwood, WA
I have a PAL Wii and PAL Brawl, but that code is doing nothing for me.

I've noticed it's a base address write, not a pointer offset write: is that address a pointer? Did you check that the code did the same thing in multiple levels, with different characters and settings? If that address isn't a pointer (i.e. if it's where you found the upwards/downwards modifier), it could be for something completely different depending on the level. The upwards/downwards modifier would be in a different location from level to level, and a pointer code needs to be used.

If it is a pointer code, I'm sorry, but that's the only reason that I can think of for it not to be working.
could it be because 3F8 is the default float? did you try changing it?
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
could it be because 3F8 is the default float? did you try changing it?
Yes, I did change it. At first I changed the downward motion value to 1.5 (3FC00000), then when that didn't work I tried setting it to 3.2 (404CCCCD). Neither had any effect that I noticed. I tested with Captain Falcon vsing a CPU Falco on FD, and neither fell noticeably faster.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Yes, I did change it. At first I changed the downward motion value to 1.5 (3FC00000), then when that didn't work I tried setting it to 3.2 (404CCCCD). Neither had any effect that I noticed. I tested with Captain Falcon vsing a CPU Falco on FD, and neither fell noticeably faster.
It only work on Palkia Spear Pillar.
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
Ah. Exactly as I suspected (I don't have Spear Pillar unlocked). It only works on the one level because he simply wrote the value to the one memory address, which is only the correct one on that level. All that needs to be done is for someone with a USB gecko to go through the process of finding a pointer which reliably points to the appropriate address (the one which contains those values) from level to level. The process for doing so (or a general outline of how to go about it) is explained here.

Now to go unlock Spear Pillar and try this out.

Edit: I THINK I MIGHT HAVE NOTICED SOMETHING IMPORTANT. While I was playing on Spear Pillar with the codes on, there was no change in fall speed at all. It was like normal. However, gravity never changed like it usually does. With the codes off, the gravity changed at random times like normal.

My theory is that even with greater downward gravity (as opposed to general gravity) , there is an enforced maximum falling speed. It needs more testing.

Re-edit: Nup, lowering the gravity had no effect either. Neither did ensuring both values were equal. It's just not working for me at all.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Knowing no coding makes me feel left out... :(

But it's okay, new codes are on the way! :)
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
does no one think it will be akward to float up then roket down... ? i mean think of marth or samus... it would just be AWSOME @_@ yeh..
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
I think it will be the speed of high gravity when SHffL is used, but without most the negatives. You can still up air kill!
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
ehhh?? so all i do is put that turn that code on .... dont you need one for like player1 player2 pla... ect?
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Maybe the best thing to do would be to have paprika explain exactly what he did to get the code. I know, Spear Pillar, etc. I mean all the details. That way we can PM instructions to some of our NTSC coders and they can get the NTSC code from scratch instead of us trying unsuccessfully to port it.
 
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