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Brawl+ (Competitive Hacks): Codes, Videos, and Discussion (THREAD OUT OF DATE)

D

Deleted member

Guest
ok people ported MAD to PAL will post in a few minutes.

then I can finally focus on the shieldstun code, if done short I bet on 8 lines max, but then shield degeneration on hit might increase, otherwise it will be a lot more lines.
 
D

Deleted member

Guest
Code:
melee airdodge[original by phantom wings, ported by the paprika killer]

42000000 80000000
80000000 8061CCE0
80000001 00000000
60000006 00000000
80000002 8061AC7C
4A001000 00000000
36000024 00000007
92210003 00000024
86100003 000001C4
88000002 00000003
4A001002 00000000
92210002 00000000
4A001002 00000000
DE000000 80008180
92210003 00000010
92210004 00000014
86A00003 40000000
86A00004 40000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
92210006 0000007C
92210007 00000014
58010000 00000088
92210008 00000058
92210009 00000064
4A001006 00000000
30000038 00000021
4A001007 00000000
36000040 41C00000
4A001006 00000000
58010000 0000002C
58010000 00000004
100000E4 00000001
1000010C 00000001
10000120 00000001
10000134 00000001
10000170 00000001
4A001008 00000000
1400000C 3E300000
4A001007 00000000
36000041 41000000
4A001008 00000000
94210004 0000000C
4A001009 00000000
94210003 00000008
4A001007 00000000
34000041 41000000
4A001009 00000000
14000008 00000000
4A001007 00000000
34000041 41000000
9001000A 00000040
4A000000 8059E68C
92210005 00000000
86A00005 3FC00000
8891000A 00000005
E2000002 00000000
4A001006 00000000
32000038 00000021
32000038 0000007F
32000038 00000080
32000038 00000083
58010000 0000002C
58010000 00000004
100000E4 00000000
1000010C 00000000
10000120 00000000
10000134 00000000
10000170 00000000
E2000004 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
C277C6DC 00000004
8963FFFC 2C0B0001
40820008 48000010
39600000 9963FFFC
98030000 00000000
E0000000 80008000
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
ok people ported MAD to PAL will post in a few minutes.

then I can finally focus on the shieldstun code, if done short I bet on 8 lines max, but then shield degeneration on hit might increase, otherwise it will be a lot more lines.
Extra shield degeneration sounds just fine to me and congrats on porting the MAD code. It's quite a doosey.
 

Aagen

Smash Rookie
Joined
Sep 22, 2008
Messages
7
Location
Californmia
Brawl+ is pretty cool. But I can never seem to get my game to load when i try to use gravity modifiers. Anyone willing to send me a premade gct file?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Extra shield degeneration sounds just fine to me and congrats on porting the MAD code. It's quite a doosey.
Well something to consider with more shield degeneration. Moves that already have good shield pressure might be OP like the tornado or turtle and such
 
D

Deleted member

Guest
shielding tornado is not really smart, considering you they more than likely will get the last hit in your face

and I'm not even sure if it will do that.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
shielding tornado is not really smart, considering you they more than likely will get the last hit in your face

and I'm not even sure if it will do that.
Well if all else fails you need to shield the tornado. If you angel your shield up, then you can get by without a scratch by shielding the whole thing. With more shield degeneration, I'm sure you will get hit no matter what.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
Well something to consider with more shield degeneration. Moves that already have good shield pressure might be OP like the tornado or turtle and such
Maybe, I hope not but we'll see. At worst it will force people learn to spot dodge and only use the shield as a last resort which is what it should be like in my opinion. The shield in Smash is a little overpowered since there is no real way to bypass it other than throwing your opponent. Other fighting games have high, mid, and low hits and up to three different hights of blocking Smash has the all encompassing bubble.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Maybe, I hope not but we'll see. At worst it will force people learn to spot dodge and only use the shield as a last resort which is what it should be like in my opinion. The shield in Smash is a little overpowered since there is no real way to bypass it other than throwing your opponent. Other fighting games have high, mid, and low hits and up to three different hights of blocking Smash has the all encompassing bubble.
lol thats true. I agree that shields are still a little overpowered but it can be solved in two ways. More shield degeneration while maintaining the fast fill up..or keep the resiliance of the shields with a slow regeneration. I think the latter will feel better but Im not really sure tbh
 

KayJay

Smash Ace
Joined
Apr 19, 2008
Messages
530
Location
Austria
NNID
KayJay84
3DS FC
1848-1677-7521
Brawl+ is pretty cool. But I can never seem to get my game to load when i try to use gravity modifiers. Anyone willing to send me a premade gct file?
Tell me what codes and values you exactly want to enable and i will upload it.

@paprika killer
Amazing job! It would also be nice if you could convert
Dash Cancel (Crouch Cancel)
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
92210003 00000068
58010000 0000007C
30000038 00000005
4A001003 00000000
3400003C BF266666
4A001002 00000000
14000040 4F000000
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
and the no sweetspot ledges code in the future.
 
D

Deleted member

Guest
shieldstab is annoying though. but it indeed is a lot easier than blocking heights, but in smash the focus on throws is much more apparent while throws in other fighters are risky, long and easy to come out (tekken, SC)

EDIT: kayjay: seems straightforward that one, just 1 adress to adjust (laggless and no autosweet are harder since they have multiple ASM lines)
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
shieldstab is annoying though. but it indeed is a lot easier than blocking heights, but in smash the focus on throws is much more apparent while throws in other fighters are risky, long and easy to come out (tekken, SC)

EDIT: kayjay: seems straightforward that one, just 1 adress to adjust (laggless and no autosweet are harder since they have multiple ASM lines)
Yea I know, I'm just saying that altering the shield degeneration might not be the way to go if it can be avoided since losing half of your shield should be a nice wake up call not to do that again or shield anything later instead of always getting hit. Tornado is a good shield poke but you can avoid the poke if you angle a full shield up. We don't want these moves to be any more powerful than they already are or any more spammable
 
D

Deleted member

Guest
funny code

Code:
desh cancel [original phantom wings. ported by the paprika killer]

80000000 8061CCE0
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
92210003 00000068
58010000 0000007C
30000038 00000005
4A001003 00000000
3400003C BF266666
4A001002 00000000
14000040 4F000000
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
funny code

Code:
desh cancel [original phantom wings. ported by the paprika killer]

80000000 8061CCE0
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000014
92210003 00000068
58010000 0000007C
30000038 00000005
4A001003 00000000
3400003C BF266666
4A001002 00000000
14000040 4F000000
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Lol, that was fast.
 
D

Deleted member

Guest
as I said, 1 adress, and I was busy with it anyway.

I'm on 185 lines now.

and I play on 1.25 fallspeed and 10% hitsun, which feel very natuaral in my opinion. hitstun might go down to 8/9% but the range 8-10% is where I think hitstuun should be and fallspeed at 1.1-1.3
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
lol thats true. I agree that shields are still a little overpowered but it can be solved in two ways. More shield degeneration while maintaining the fast fill up..or keep the resiliance of the shields with a slow regeneration. I think the latter will feel better but Im not really sure tbh
I was thinking the same. We probably shouldn't combine both codes, and I would also prefer the latter. I'd rather give good shield pressure the more lasting effect caused by a slowly regenerating shield. Making the shield break faster makes actual moves more effective, whereas slowing the regeneration down would have the effect of making tactics better, which I think it what we want. It would be funny if we weakened the shield, and Marth's "shield breaker" actually lived up to it's name :chuckle:

@Paprika
You've been doing a lot of good work lately! Can't wait for the shield codes.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
I think a wiser idea would be a slower regeneration. I'm quite surprised, actually, I had never had a proper fight against Yoshi before and recently I had one. The DAir really eats into shields - I wouldn't be surprised if with shieldstun and reduced regen he becomes a much more viable character just from his shield pressure game.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
Yeah, if it worked like that I don't think it would work out very well. To get enough of an increase in shieldstun that way, you'd likely end up with a lot of normal moves breaking shields in 2-3 hits, and the attacks that do increased shield damage like Shieldbreaker/Pound/DK's Down-B(?) possibly being close to breaking undamaged shields.

For it to work well I'm thinking it'd need to pinpoint and modify how it calculates the stun based off the damage on the shield, rather than putting a higher damage into the formula to have an equal effect. If that's possible then it shouldn't cause issues with doing more shield damage. Kind of like how hitstun is based on the launch speed and that code changes how it's calculated from the launch speed to result in a higher amount, instead of increasing the launch speed itself to result in more stun time which would be the equivalent of increasing the attack's damage for a shieldstun code.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
Yeah, if it worked like that I don't think it would work out very well. To get enough of an increase in shieldstun that way, you'd likely end up with a lot of normal moves breaking shields in 2-3 hits, and the attacks that do increased shield damage like Shieldbreaker/Pound/DK's Down-B(?) possibly being close to breaking undamaged shields.

For it to work well I'm thinking it'd need to pinpoint and modify how it calculates the stun based off the damage on the shield, rather than putting a higher damage into the formula to have an equal effect. If that's possible then it shouldn't cause issues with doing more shield damage. Kind of like how hitstun is based on the launch speed and that code changes how it's calculated from the launch speed to result in a higher amount, instead of increasing the launch speed itself to result in more stun time which would be the equivalent of increasing the attack's damage for a shieldstun code.
My theory is that special moves like Marth's shield breaker work on a different system from tilts and aerials. It might go either way i guess we'll see.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
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Location
Close to Trenton, NJ Posts: 4,071
My best guess would be it's just a simple multiplier to account for those moves within the normal shield damage formula. Maybe something like: Shield Damage = [(Hitbox Damage / c) * m], where 'm' is 1 for normal moves and might be 2 for an attack that does extra shield damage. If the shieldstun code were made and it affected shield damage as well then it'd likely be because it modifies the attack's damage when blocked which is used for both things, or it modifies some other value that is shared by the two. Ideally, there'd be something(s) unique to the stun formula that can be adjusted and would keep them separate.
 
D

Deleted member

Guest
okay so far I have this on shieldstun:

when a player is in hitstun, 2 adresses become 00000088.
when in shieldstun a thrird adress becomes 0000000B.
the hitstun increase works by storing the modified value in a region that is always empty, and then make a multiplier line read that line instead of the normal line (0.4)

problem is, I haven't found this "multiplier" line for the shieldstun yet, and the hitstun one gives close to no clues how to find it.

a tad slower shield regeneration might be a good idea too, since too much shieldstun allows for easy "pillaring".
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
okay so far I have this on shieldstun:

when a player is in hitstun, 2 adresses become 00000088.
when in shieldstun a thrird adress becomes 0000000B.
the hitstun increase works by storing the modified value in a region that is always empty, and then make a multiplier line read that line instead of the normal line (0.4)

problem is, I haven't found this "multiplier" line for the shieldstun yet, and the hitstun one gives close to no clues how to find it.

a tad slower shield regeneration might be a good idea too, since too much shieldstun allows for easy "pillaring".
I'm actually in favor of slow shield regeneration at this point. It would at least give the attacker more options because the defender would have to go on the counter sooner, or he would have weak spots because of a small shield.

Keep up the good work though paprika! I enjoy hearing all the tech side of the codes from you hehe. I'm learning a bit from it.
 
D

Deleted member

Guest
I've been messing around and I'm actually halfway a shield Degeneration modifier.
not directly what we wanted but still interesting, regeneration works different so that takes longer
 
D

Deleted member

Guest
I've been messing around and I'm actually halfway a shield Degeneration modifier.
not directly what we wanted but still interesting, regeneration works different so that takes longer

EDIT: ****it double post
 
D

Deleted member

Guest
ah well then it has to be another post;

is there anyone with usb gecko and the JPN version of brawl? I would like a mem dump to port it over to asia. PM for details.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
ah well then it has to be another post;

is there anyone with usb gecko and the JPN version of brawl? I would like a mem dump to port it over to asia. PM for details.
BEST person to contact on the wiird forums would be Y.S. I'm pretty sure he could easily give you a memdump and help you out with anything you'd need.
 

MuBa

Smash Lord
Joined
Nov 4, 2005
Messages
1,958
Location
Dragon Kick you into the Milky Way!
Sorry to go off topic but here's a weird Olimar Glitch I've encountered...apparently I have my Pikmins behind me yet I'm not able to use them at all for my attacks (But can be remedied by using Forward+B). I used:

Fast fall (1.50)
Vertical jump (1.15)
No tripping
Hitstun (9%)
No Jab Lock
Auto Cancel
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
I was just practicing with Falco and after picking him up again after a break I find he's pretty good In Brawl+. He's great for tech chasing. I was putting a hurt on the computer lol they barely ever touched me. Of course his recovery is the only thing that holds him back.

I miss being able to WD dtilt people.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Falco is insane. I love the options I have with him. I can either dash attack, dash cancel into a dtilt, dash into a sliding upsmash, or dash attack cancel into an upsmash, and from there either uptilt, or jump into a dair and then land into an uptilt, depending on the percentage.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Sorry to go off topic but here's a weird Olimar Glitch I've encountered...apparently I have my Pikmins behind me yet I'm not able to use them at all for my attacks (But can be remedied by using Forward+B). I used:

Fast fall (1.50)
Vertical jump (1.15)
No tripping
Hitstun (9%)
No Jab Lock
Auto Cancel
Yea don't use the jab lock cause it doesn't work right. In fact, no one should be using any of FireC's codes because they are just PW's action mod which you can't use to fix glitches..
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Sorry to go off topic but here's a weird Olimar Glitch I've encountered...apparently I have my Pikmins behind me yet I'm not able to use them at all for my attacks (But can be remedied by using Forward+B). I used:

Fast fall (1.50)
Vertical jump (1.15)
No tripping
Hitstun (9%)
No Jab Lock
Auto Cancel
Actually, this happened to me a number of times today

fast fall 1.2
hitstun 9%
no tripping
pokemon crap
auto L
Inf replay
unrestricted pause cam
lagless edge

Not sure what caused it, but it's not the jab lock code since I didn't have it on. Sometimes forward B wouldn't work, but upB made them reappear. It seemed to happen when my pikmin fell off a cliff or something, though I can't say for sure that's what initiated it.
 

StarshipGroove

Smash Journeyman
Joined
Apr 30, 2007
Messages
488
Don't spend time trying to find the Pikmin glitch in the codeset, it happens in vanilla Brawl too. It's known as the ghost Pikmin glitch. (removing it would be nice, though.)
 
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