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COMPETITIVE Brawl+: Code Agenda

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
I tossed up a few marth/falcon/DK videos from the practice session I was doing testing out SH/D/FF levels earlier. This was all done on .8 SH/ 1.4 Dash/ 1.2 FF settings. The nair aspects I was writing about for marth earlier can be seen in the video below. I wasn't able to capture the full DK combo I talked about playing casually, but most elements of them are shown. Just did 2 matches and tossed them up. I only recorded 2 for falcon also. Most of my testing was in training mode without capturing, so I jumped in a few vs matches against level 5-6 CPUs.

Marth -
http://www.youtube.com/watch?v=TaAEkC6qi8s

Falcon -
http://www.youtube.com/watch?v=2iiGAqtAS3I

DK -
http://www.youtube.com/watch?v=tX_ca6UKIds


Oh, and I also posted a trailer for my falcon combo video. It's just a little highlight reel from the past 3 days of playing. The trailer is .9 SH/ 1.2 Dash/ 1.2 FF settings. A large combo video will be posted a month from now.

Fly for Me
http://www.youtube.com/watch?v=gsWWzLceb8g
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
I'm encountering random freezes after a match is over with my current codeset, which is as follows:

Code:
RSBE01
Smash Bros Brawl (US)

Brawl+

Glitch

Triple Jump Fix: Phantom Wings (26 lines)
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000070
58010000 0000007C
30000038 00000073
4A001002 00000000
58010000 00000020
92210002 0000001C
86310002 FFFFFFF7
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Movement

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

Up/Downwards Gravity 1.05/1.15% (1 line)
04641520 3F866666
04641524 3F933333

Lagless ledges: Phantom wings (24 lines)
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 40000000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

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

Fastfall/Short Hop/Dash Speed Speed Multiplier [.9, 1.1, 1.15 12 Lines]
045A930C 3F8CCCCC
045A9304 3F666666
045A9308 3F933333
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE2008 EC3F0072
4E800020 00000000

No Tripping (2 lines) - Y.S., Ported by Kirby is cool
0481CB34 C0220020
045A9340 00000000

No Dash end animation *AM* 6 lines (MuBa)
4A000000 8077F780
D2000000 00000004
2C030000 41820010
2C1C0005 40820008
3B800000 60000000
939E0038 00000000

Attacks

Hitlag Modifier 60% [Phantom Wings, Almas, spunit262] 8 lines
C2771EAC 00000003
1C840006 38840000
39C0000A 7C8473D6
2C040000 00000000
C2876220 00000003
1C840006 38840000
39C0000A 7C8473D6
80660064 00000000

1/2 power stale system (6 lines)
06FC0988 00000028
3D4CCCCD 3D4CCCCD
3D23D70A 3D23D70A
3CF5C28F 3CF5C28F
3CA3D70A 3CA3D70A
3C23D70A 3C23D70A

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

Hitstun 2.0:[Phantom Wings] 9% (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 3EEB851E 
C276CCD4 00000002 
C022FFE0 EF7C0072 
60000000 00000000

Shield Stun V8.1 6 lines [spunit262] 11/22/5  
C28753FC 00000005
83810034 80830138
2C040000 41810014
1F9C000B 3B9C0016
38800005 7F9C23D6
60000000 00000000

Shield gain (1 line)
04B88454 3D4CCCCD
.05

Control

Buffer Mod 1 [Phantom Wings, spunit262]
0485B784 38000001

Levels

Level Reverse (Reverse: WW, PS2) [8 lines]
4A000000 90000000
1416A904 BF800000
22623090 0000001C
22623090 00000014
1416A904 3F800000
E0000000 80008000

Pokemon Trainer

Don't Hold SHIELD for Independent Pokemon +no wreck My Music [16 lines]
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
046847C4 60000000
C268482C 00000003
3800003F 981400B8
2C1D0003 40A20008
3BA00004 00000000
C2684964 00000007
881400B8 2C00003F
41A20028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000

Other codes

Unrestricted pause camera [2 lines]
040A7D60 4E800020
04109D88 38800001

Allow More Than 1000 Replays/Stages/Snapshots - (1 line)
040C464C 48000184

Allow Replays Longer Than Three Minutes (1 liner)
040E5DE8 60000000

Custom CSS V3 [spunit262] [18 lines]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 0000002C
00090D0C 05150616
1F02240E 0F140304
011A081B 1C1D1E20
23112107 13250B19
0A181710 28292212
27262928 00000000

Regular Zelda Icon (CSS) [spunit262]
046900E8 60000000
Note: that is exactly 256 lines....

Not sure what causes it, but I know it is most likely not the Pokemon code (as I changed to that after a freeze already occured).

The only other changes I've made from when it was working fine are the three new codes and the CSS. Anyone have any ideas?
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
Oh, I see. You're right.

That's dissapointing, I've been wanting to get rid of MuBa's action modifier dash end cancel and try out PW's crouch cancel, and if ASL was 24 lines it would've freed up exactly the amount of space I need. : (
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
Oh, I see. You're right.

That's dissapointing, I've been wanting to get rid of MuBa's action modifier dash end cancel and try out PW's crouch cancel, and if ASL was 24 lines it would've freed up exactly the amount of space I need. : (
Same diff' between the two codes. PW's code doesn't let you cancel during your dash animation so it's like muba's code except it requires an input, and takes up more lines of code
 

Steeler

Smash Hero
Joined
Jan 5, 2006
Messages
5,930
Location
Wichita
NNID
Steeler
is there any way to slightly edit the CSS/Independent Pokemon Engine so that selecting the solo Pokemon will give you a portrait of just that Pokemon?

and so that the announcer says their name, but that's been mentioned.

just two little nitpicks

these codes are so awesome, thanks to everyone that worked on them.
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
I've tested the new hitlag code at 50% and breakpoint 3. It works better than the previous one since it affects all the so called electric lag attacks as well, including the Knee, PK Flash and Samus' fully charged Charge Shot.

Unfortunately, on the setting I tested it also affected ZSS stun guns (Neutral-B, D-Smash) as well. I could barely get a F-Smash off after a fully charged D-Smash, but it might've just been me. The stun is definitely much shorter than it used to be.
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
Well, since it affects both equally it should be no different than Vanilla Brawl as far as shortness (with an advantage going to ZSS because DIing out of it is more difficult with smaller hitlag).

Before this code's fix, however, those with the electric elemental attacks did not have the lag those they attacked had, giving them an advantage. This may be the difference you noticed.

is there any way to slightly edit the CSS/Independent Pokemon Engine so that selecting the solo Pokemon will give you a portrait of just that Pokemon?

and so that the announcer says their name, but that's been mentioned.

just two little nitpicks

these codes are so awesome, thanks to everyone that worked on them.
Umm...as far as I know it already does, at least in my experiences. What version of the CSS code are you using?
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
Well, I finally got my NTSC copy of Brawl recently and I am finally able to play the first true Smash game since Melee: Brawl+. I absolutely love this game; it feels fundamentally right in a way Brawl never did.

Finally playing it has made me realise I was wrong about several things: 10% hitstun is enough. There's no need for any more; many combos are possible at this level. Secondly, high fallspeed is good in many ways but Falcon's throws, and I'm sure many other characters' moves, suffer from it. I now have fallspeed set to 1.12, a compromise between 1.1 and 1.15. Fastfall speed is good at about 1.2. I like the short hops at 0.85, it makes Samus much, much better because her shorthops were too high before and went over people, and now you can rising Dair most characters while they're on the ground.

Here's some combos I noticed while playing. They might be extremely obvious to some, but I'll put them here anyway:

Samus:
Backhit of Dsmash (behind Samus) -> Nair/Uair/Fair
Dair (on grounded char) ->Usmash -> Most Aerials
Dair (on grounded char) -> Fsmash
Dthrow -> Uair -> Uair (doesn't work on fastfallers)
Dtilt -> Usmash -> Most Aerials at low %s
Zair -> Dash Attack/CCed Dtilt -> Uair/Nair
At the edge, backhit of Dsmash (behind Samus) -> Dair spike. This can be comboed into: Zair -> dash past the character (so that they're behind you) -> CCed Dsmash -> Spike. Takes some spacing.

I also very much enjoyed Zair edgeguarding off the stage.

Zelda:
At high %, Dtilt->Usmash/Fsmash/Ftilt/Fair/Nair. CCing a dtilt into this high% is an easy way to set up for pretty much assured kills.
Ftilt->Nair/Usmash (low%)
Ftilt->Uair (higher%)
Also, I found an incredibly cool combo which might be a bit impractical to pull off but which is badass. At very high% (Dedede 150%), you hit your opponent with the first hit of Farore's wind (teleport), and then you aim carefully so that you appear on them when you come out of your teleport, hitting them with the second strike.

All these combos are with 0.85 shorthop, 1.2 Dashspeed, 1.2 fallspeed, 10% hitstun, ALC, hitlag division 60% and 1.2 fastfall. Crouch canceling needs to be on for some of them.

I really hope a competitive scene takes off for Brawl+ because I am greatly enjoying this game.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Well, since it affects both equally it should be no different than Vanilla Brawl as far as shortness (with an advantage going to ZSS because DIing out of it is more difficult with smaller hitlag).

Before this code's fix, however, those with the electric elemental attacks did not have the lag those they attacked had, giving them an advantage. This may be the difference you noticed.
Actually, before this fix the hitlag code wasn't applying at all to the attacked character, only the attacker. Meaning the attacker would get less hitlag, but not the attacked. This phenomenon was just more obviously seen with electrical attacks.

Now the code affects both parties, as it must.

However, this will indeed negatively affect ZSS. You see, both her paralyzers function like projectiles. That's why G&W can bucket both.

Projectiles cause hitlag ONLY on the attacked. So in the case of ZSS, the hitlag caused by her B and Dsmash will be greatly reduced but her attack lag will be the same. Meaning her stuns will be significantly shorter and she won't get anything to make up for it.

This, is a problem for ZSS.

We need to find a way to exclude her B and Dsmash from the hitlag code. Otherwise we've severely broken ZSS.
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
Actually, before this fix the hitlag code wasn't applying at all to the attacked character, only the attacker. Meaning the attacker would get less hitlag, but not the attacked. This phenomenon was just more obviously seen with electrical attacks.

Now the code affects both parties, as it must.

However, this will indeed negatively affect ZSS. You see, both her paralyzers function like projectiles. That's why G&W can bucket both.

Projectiles cause hitlag ONLY on the attacked. So in the case of ZSS, the hitlag caused by her B and Dsmash will be greatly reduced but her attack lag will be the same. Meaning her stuns will be significantly shorter and she won't get anything to make up for it.

This, is a problem for ZSS.

We need to find a way to exclude her B and Dsmash from the hitlag code. Otherwise we've severely broken ZSS.
hmmm i dont remember you whineing when everyone got hitstun but bowser >_>
and yeh, you know what i mean...

Edit: just tested her and: she can still do all her tilts and smashes out of a Dsmash just not another down smash (wich was kinda lame) you just cant power them up.. shes still really really good she just doesent have the option of unblockable powered smashes and 2 downsmashes.
 

Frogles

Smash Ace
Joined
Dec 14, 2006
Messages
536
Location
kuz's house
These codes not workin for anybody else? The hitlag code makes the screen shake when I get a hit off and gives insane hitstun. The 1 line buffer code isn't working for me either. It's acting like 0 buffer.
 

Yeroc

Theory Coder
BRoomer
Joined
Feb 28, 2004
Messages
3,273
Location
In a world of my own devising
I've noticed that with properly working hitlag there's probably room to take hitstun back up a notch. I've been playing on .5 again and I quite like it. Jabs don't seem as safe as they used to on hit anymore though, I wonder if I should try the breakpoint code.

I need to do more testing with the buffer code. I've been playing 0, and I think I might just have to see what all the fuss is about 1 frame buffer.

Shieldstun on 11/22/5 is great, like always, and I noticed that lower hitlag also seems to affect this. Maybe we can go back and test 3/5 again?

If I think of any more I'll post it.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
^^
Welcome to the fold, brother. We've been waiting for you.

Spread the word.


@kupo

You know, I've seen an instance in Vanilla Brawl where someone in my group was playing Meta Knight and every time he jumped, he automatically Naired. Nothing else was done, he just jumped, and a Nair always came out with it.

It kept doing that until he unplugged and plugged his controller. So I dunno, I wouldn't be so quick to blame the 1 buffer for that one instance of yours.

No one else has ever had a problem, so I'm positive it's not glitched. I hope this remains true with the one-line buffer mod...
Well another thing we noticed was that for ganon when he tried to do a Roll> jab, the jab would turn around automatically. Ill give 1 frame another chance
Yea, my bad. It's just that the ASL code on the front page is labeled "24 lines".
sorry, fixed
These codes not workin for anybody else? The hitlag code makes the screen shake when I get a hit off and gives insane hitstun. The 1 line buffer code isn't working for me either. It's acting like 0 buffer.
I have the same suspicion myself

Actually, before this fix the hitlag code wasn't applying at all to the attacked character, only the attacker. Meaning the attacker would get less hitlag, but not the attacked. This phenomenon was just more obviously seen with electrical attacks.

Now the code affects both parties, as it must.

However, this will indeed negatively affect ZSS. You see, both her paralyzers function like projectiles. That's why G&W can bucket both.

Projectiles cause hitlag ONLY on the attacked. So in the case of ZSS, the hitlag caused by her B and Dsmash will be greatly reduced but her attack lag will be the same. Meaning her stuns will be significantly shorter and she won't get anything to make up for it.

This, is a problem for ZSS.

We need to find a way to exclude her B and Dsmash from the hitlag code. Otherwise we've severely broken ZSS.
Wait so is the problem that she can't wait a day and a half before following up after a dsmash or what? How can she not follow up after a dsmash when they get shock hitlag plus hitstun? And her blaster never was supposed to give her a combo if you just tapped it. So I'm confused, how does this break ZSS in two?
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
Well, I finally got my NTSC copy of Brawl recently and I am finally able to play the first true Smash game since Melee: Brawl+. I absolutely love this game; it feels fundamentally right in a way Brawl never did.

Finally playing it has made me realise I was wrong about several things: 10% hitstun is enough. There's no need for any more; many combos are possible at this level. Secondly, high fallspeed is good in many ways but Falcon's throws, and I'm sure many other characters' moves, suffer from it. I now have fallspeed set to 1.12, a compromise between 1.1 and 1.15. Fastfall speed is good at about 1.2. I like the short hops at 0.85, it makes Samus much, much better because her shorthops were too high before and went over people, and now you can rising Dair most characters while they're on the ground.

Here's some combos I noticed while playing. They might be extremely obvious to some, but I'll put them here anyway:

Samus:
Backhit of Dsmash (behind Samus) -> Nair/Uair/Fair
Dair (on grounded char) ->Usmash -> Most Aerials
Dair (on grounded char) -> Fsmash
Dthrow -> Uair -> Uair (doesn't work on fastfallers)
Dtilt -> Usmash -> Most Aerials at low %s
Zair -> Dash Attack/CCed Dtilt -> Uair/Nair
At the edge, backhit of Dsmash (behind Samus) -> Dair spike. This can be comboed into: Zair -> dash past the character (so that they're behind you) -> CCed Dsmash -> Spike. Takes some spacing.

I also very much enjoyed Zair edgeguarding off the stage.

Zelda:
At high %, Dtilt->Usmash/Fsmash/Ftilt/Fair/Nair. CCing a dtilt into this high% is an easy way to set up for pretty much assured kills.
Ftilt->Nair/Usmash (low%)
Ftilt->Uair (higher%)
Also, I found an incredibly cool combo which might be a bit impractical to pull off but which is badass. At very high% (Dedede 150%), you hit your opponent with the first hit of Farore's wind (teleport), and then you aim carefully so that you appear on them when you come out of your teleport, hitting them with the second strike.

All these combos are with 0.85 shorthop, 1.2 Dashspeed, 1.2 fallspeed, 10% hitstun, ALC, hitlag division 60% and 1.2 fastfall. Crouch canceling needs to be on for some of them.

I really hope a competitive scene takes off for Brawl+ because I am greatly enjoying this game.
I'm glad you like it :D I've noticed a lot of those combos too. Aren't they pritty?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
added some prelim values

The old_frames_stuned*X+Z/Y=new_frames_stunned
X=13
Z=22
Y=5

=(13+22)/5
=35/5
=7

These values multiply the existing shield stun by 7 frames.
 

Me_Aludes

Smash Apprentice
Joined
Aug 9, 2008
Messages
144
added some prelim values

The old_frames_stuned*X+Z/Y=new_frames_stunned
X=13
Z=22
Y=5

=(13+22)/5
=35/5
=7

These values multiply the existing shield stun by 7 frames.
Well, I may be wrong, but that doesn't make any sense.
If the code works as I think,
(Old Frames stunned*X + Z) /Y
If you want the existing shieldstun multiplied per 7, you should put X=7, Z=0 & Y=1.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
added some prelim values

The old_frames_stuned*X+Z/Y=new_frames_stunned
X=13
Z=22
Y=5

=(13+22)/5
=35/5
=7

These values multiply the existing shield stun by 7 frames.
Er... no? X is multiplied by the existing shieldstun, Z is added to that, and then the result is divided by Y.

Also, alopex, the NPS is a problem. If you're just spamming the A button to pull off a shieldgrab, if you got the NPS you will be able to benefit from it. It isn't even a matter of reaction.

ZSS's dsmash may need some fixing if the hitlag code is truly screwing with it so badly. IIrc, the hitstun code never had an effect on it, so there isn't any real compensation taking place here.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Well, I may be wrong, but that doesn't make any sense.
If the code works as I think,
(Old Frames stunned*X + Z) /Y
If you want the existing shieldstun multiplied per 7, you should put X=7, Z=0 & Y=1.
Well actually now that you bring that up, I'm not sure where the () go because it wasn't specified.

(Old Frames stunned*X + Z) /Y
and
Old Frames stunned*(X + Z) /Y

are two different formulas

http://rapidshare.com/files/186136737/RSBE01.gct.html
http://rapidshare.com/files/186136738/Brawl_.txt.html
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
It is likely the former, as it gives a wider range of values, and spunit is well smart.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Hitlag will work pretty much identically. The hitlag code is, in fact, two codes merged. One for the attacker, one for the attackee. I recommend you set both sets of variables to be equal, of course.
 

Blank Mauser

Smash Champion
Joined
Jul 16, 2008
Messages
2,904
Location
Iowa
Hey can anyone tell me why I can't seem to use over 253 lines of code? To my knowledge it can go up to 256, and my counter says 255. It won't let me export though until I have less than 253 lines of code, and I'm pretty sure I've seen people with codesets that go up to 255.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Hitlag will work pretty much identically. The hitlag code is, in fact, two codes merged. One for the attacker, one for the attackee. I recommend you set both sets of variables to be equal, of course.
is there a way to merge the values to that there is one set of x,y,z that applies to both players?

Hey can anyone tell me why I can't seem to use over 253 lines of code? To my knowledge it can go up to 256, and my counter says 255. It won't let me export though until I have less than 253 lines of code, and I'm pretty sure I've seen people with codesets that go up to 255.
What is this counter people speak of? I always have to use a calculator to find my lines
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
The newest version of codemanager tells you how many lines you have used.

And no. The current hitlag code is almost certainly the most optimal one available. Work is going on with PW's codes, between all of us.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
The newest version of codemanager tells you how many lines you have used.

And no. The current hitlag code is almost certainly the most optimal one available. Work is going on with PW's codes, between all of us.
oh ok. Has anyone else noticed that the new buffer code seems to be 0 buffer no matter the value you use? I tried 1 and it acted like 0.
Get Code Manager 1.1. It counts how many lines of code you're using.
O.O

I need to get that but where!!
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
Kupo lists the Hitstun code as 33 lines, when it is actually 34. Though if the program counts the lines now, this doesn't account for that.
 
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