A1lion835
Smash Champion
This probably makes me seem like a n00b (which could be true), but where do you enter the codes?
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You enter them in "codemgr" which is a program that runs .txt files. I would just read a guide on the first post Wind Owl links to. You won't be able to do it if you updated your Wii on 23rd of October.This probably makes me seem like a n00b (which could be true), but where do you enter the codes?
Actually, yes you will. lrn2beup2dateYou won't be able to do it if you updated your Wii on 23rd of October.
I think the big problem is, we can act as soon as tumble begins. Remember that in Melee you couldn't act out of tumble right away, you had to wait a good amount of time to act again.After playing around with 30 mins, I think I realized even more how much trash this game really is if adding hacks doesnt really help.
There appears to be too much **** flinching going on. Not enough moves put ppl in the tumble animation let alone soon enough for combos to be effect. By the time moves put you in the tumble, the knockback on those moves are too great for comboing effectively. I think the floatiness affects that a lot also.
So it would appear that the hitstun code actually helps you time the air dodge better than without it and it would appear that we need more hit stun or less flinching or something. These are what i noticed, I may be wrong.
In Melee you can't act out of the tumble at all (I just got done playing it). The only thing you can do out of the tumble is jump or smash on the control stick left or right to get yourself out of the tumble animation. I think thats the missing link here and part of the reason we can't get combos off.I think the big problem is, we can act as soon as tumble begins. Remember that in Melee you couldn't act out of tumble right away, you had to wait a good amount of time to act again.
Also in Melee you have to recall that you didn't always get the tumble animation, and when you did it wasn't until certain percents for some attacks.
Actually you're right you can attack after a certain amount of time during the tumble. This could get difficult to code.but i remember using sword dance to get out of tumble
Nah, they can nerf Meta and SNake, but as a D3 main...I am strictly opposed to him being nerfed in any kindSnake however, is broken out the wazzoo. D3 also gets ridiculous.
Would that really balance it, I think all that would do would be switch around the tier list a bit, just with different characters being on top and others being on bottom...i agree izzy i would rather have a more balanced brawl (without haveing to change the core game; just the chars) but since i know thats either impossible or very difficult i am going to settle for wd l-canceling and hitstun... if nothing eles its more fun to play ^_^
But is not addind or substracting anything, just rewording the existing codes.we dont have enough code space to balance brawl through the characters. Just enough to balance brawl through core mechanics changes
I didn't make the suggestion to resemble 64 for the sake of mimicking 64. I did it because I feel that the physics of brawl and the attributes of attacks and the nature of the game matches 64 more than melee and that by doing so (mimicking 64 more) it will create a more solid and competitive Brawl. This is because we wont be fighting the physics engine of brawl to twist it into melee (two different engines) but instead we are working with the engine we are given by matching it to a similar one (64).Probably a good idea, but I think the overall goal should be making Brawl a better game, whether it resembles a previous Smash or not.
That said, I love 64 almost as much as Melee, so I'm not opposed to that idea.
I have been lurking here for a long time and just recently started posting mostly because of these hacks wich i love. and so far from all the reading i have done since before brawl came out until now this would be the ideal setting IMO.I didn't make the suggestion to resemble 64 for the sake of mimicking 64. I did it because I feel that the physics of brawl and the attributes of attacks and the nature of the game matches 64 more than melee and that by doing so (mimicking 64 more) it will create a more solid and competitive Brawl. This is because we wont be fighting the physics engine of brawl to twist it into melee (two different engines) but instead we are working with the engine we are given by matching it to a similar one (64).
This is mainly for the comboing system because that is the basis of a fighting game and thus will make brawl more competitive when we have a better risk/reward/punishment system.
This is an unbiased assessment I made.
(bolded) cool
You can't just alter a code without knowing what each line does, and you still might not be able to alter said code without a USB Gecko or decent understanding of what you would need to change. It's not that simple.My question is: is adding codes the only way to hack brawl, or can one just alter the existing codes?
This seems kind of weird to me...Probably a good idea, but I think the overall goal should be making Brawl a better game, whether it resembles a previous Smash or not.
That said, I love 64 almost as much as Melee, so I'm not opposed to that idea.