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...Do you know how to use the code manager that comes with Ocarina? Once you figure that out get Gecko OS it has Ocarina built in and doesn't disable your SD card operations while playing Brawl.i have ocarina, i have the codes but i cant get the codes to work
help unhts
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
Extra shield degeneration sounds just fine to me and congrats on porting the MAD code. It's quite a doosey.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.
Well something to consider with more shield degeneration. Moves that already have good shield pressure might be OP like the tornado or turtle and suchExtra shield degeneration sounds just fine to me and congrats on porting the MAD code. It's quite a doosey.
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.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.
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.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
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 tbhMaybe, 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.
Tell me what codes and values you exactly want to enable and i will upload it.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?
and the no sweetspot ledges code in the future.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
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 spammableshieldstab 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)
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.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
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 namelol 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
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.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.
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.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".
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.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.
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..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 todaySorry 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
Falcos Dash Cancel to forward smash is pretty badass imo.Too bad he's missing a decisive kill move onstage like C.Falcon's knee or DK's donkey punch.