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COMPETITIVE Brawl+: Code Agenda

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
Almas just to confirm are we supposed to merge all the ASM codes and write code at the end of the Merger code (so it looks like your first attempt), or do we just keep it all seperate?

You are awesome for doing this, by the way!
 

dgameman1

Smash Journeyman
Joined
Sep 13, 2008
Messages
219
Location
Beverly Hills, California
Scroll to the bottom of the huge code segment. You need all of it. I'm sure Kupo will be persuaded to write the codes in my format for use in his officially unofficial codelist. Else I'll strike.

I'm too lazy to troubleshoot at 430AM, dgame. But it is possible the freeze could be caused by interaction with other codes. I think most people just use the specific stage freeze anyway, as that one makes random neutral map selection difficult.
It's okay... Thanks for everything! And my code manager lied to me... your code is 104 lines... :chuckle:

Is there a possible way to make it so that you can make it so that specific moves have more knockback?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Okay, big post before I sleep.

Here is a code specifically requested by someone, he helped me beta test so I feel inclined to give it to him. It is the same set of codes, but with all traces of NAS removed:

Code:
WiiRD Codes

PW Merger Code [Phantom Wings, Almas, 94 Lines]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C
025A9310 00000001
E2000001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210006 00000014
92210007 00000014
92210008 00000068
92210005 00000070
92210009 00000070
9221000A 0000007C
9221000B 00000014
9221000E 0000007C
58010000 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A00100B 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000
4A00100E 00000000
30000038 00000074
86000006 00000040
86910006 [COLOR="Yellow"]40000000[/COLOR]
E2000001 00000000
4A00100E 00000000
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 00000000
4A00100E 00000000
285A9310 FFFE0001
34000038 00000042
36000038 00000049
4A001009 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000003 00000000
4A00100E 00000000
30000038 00000073
4A001005 00000000
58010000 00000020
92210005 0000001C
86310005 FFFFFFF7
E2000001 00000000
4A00100E 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

ASM Codes

Hitstun [Phantom Wings, 3 Lines]
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000

Short Hop Height/Dash Speed/Fastfall Speed Multiplier [Almas, 9 Lines]
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE2008 EC3F0072
4E800020 00000000

Constant Writes

Hitstun/Shorthop Height/Dash Speed/Fastfall Speed [3 Lines]
065A9300 00000010
HITSTUNX SHORTHOP
DASHDASH FASTFALL
Some of the line counts in that are wrong.

You need all of the codes I have posted. They are arranged for neatness which will be vital to hackers at a later date pending updates to GeckoOS. The exception is that you can turn off the Dash/FF/SH code. Generally speaking, most other codes will fit neatly into one section. For example, the Hitlag and Shieldstun codes are both ASM, whilst the Buffer Modifier (1 line) is currently a Constant Write (as are the gravity mods), although it will probably be split into two when glitches are fixed. I can also slide the buffer modifier neatly into the above code - it would be 5 additional lines in length. The Lagless Edges modifier is highlighted.

If you want only 1-2 of the features from the Dash/FF/SH, I recommend for now that you just use the posted version, but put the float value 3F800000 (which is equal to 1) into the relevant spaces. At a later date if mass consensus is that less are necessary I will remove them. This may be the case if I manage to produce an overall velocity code.

Once again, here is my recommended format for the codes. I have highlighted the Lagless Edges Modifier (I believe it's currently set to 2x speed but to be honest I haven't played around with it).

Code:
WiiRD Codes

PW Merger Code [Phantom Wings, Almas, 94 Lines]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C
025A9310 00000001
32000001 0000000F
025A9312 00000001
E2000001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210006 00000014
92210007 00000014
92210008 00000068
92210005 00000070
92210002 0000007C
92210003 00000018
92210009 00000070
9221000A 0000007C
9221000B 00000014
9221000E 0000007C
58010000 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A00100B 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000
4A00100E 00000000
30000038 00000074
86000006 00000040
86910006 [COLOR="yellow"]40000000[/COLOR]
E2000001 00000000
4A00100E 00000000
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 00000000
4A00100E 00000000
285A9312 FFFE0001
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
E2000002 00000000
4A00100E 00000000
285A9310 FFFE0001
34000038 00000042
36000038 00000049
4A001009 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000003 00000000
4A00100E 00000000
30000038 00000073
4A001005 00000000
58010000 00000020
92210005 0000001C
86310005 FFFFFFF7
E2000001 00000000
4A00100E 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

ASM Codes

Autosweetspot Ledges [Phantom Wings, 6 Lines]
C278172C 00000002
98030001 80010014
60000000 00000000
C27816E0 00000002
98030001 80010014
60000000 00000000

Hitstun [Phantom Wings, 3 Lines]
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000

Short Hop Height/Dash Speed/Fastfall Speed Multiplier [Almas, 9 Lines]
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE2008 EC3F0072
4E800020 00000000

Constant Writes

Hitstun/Shorthop Height/Dash Speed/Fastfall Speed [3 Lines]
065A9300 00000010
HITSTUNX SHORTHOP
DASHDASH FASTFALL
Recommended values for Hitstun are 0.47->0.5
Recommended values for Shorthop are 0.8->1.0
Recommended Values for Dash are 1.0->1.3
Recommended Values for Fastfall are 1.0->1.2

EDIT: If you really want to, you can tack codes on to the end of each other. But it achieves nothing - it doesn't change the lines used, and ends up making the code more baffling to read for the people trying to understand it. My method is prettier. But if you have the combined code, you need the Hitstun and NAS ASM codes, and vice versa.
 

dgameman1

Smash Journeyman
Joined
Sep 13, 2008
Messages
219
Location
Beverly Hills, California
Now you guys have to combine...


Code:
P.Trainer Infinite Stamina: 

48000000 80000000
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
92210002 00000000
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
58010000 00000008
20001810 0000001D
14017FB0 4F000000
20001811 0000001E
14016300 4F000000
20001811 0000001F
14011124 4F000000
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

WITH


Code:
Hold SHIELD for Independent Pokemon +no wreck My Music [spunit262]
06407BD0 0000000E 
04030F0D 1E1B1F1B 
201B211B 221B0000 
046847C4 60000000 
C268482C 00000003 
3800003F 981400B8 
2C1D0003 40A20008 
3BA00004 00000000 
C2684964 00000007 
881400B8 2C00003F 
40A20028 2C03001D 
40A20008 3860001E 
2C03001F 40A20008 
38600020 2C030021 
40A20008 38600022 
987400B8 00000000
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
I just spent 2 hours working at 2am in the morning to save you 80 lines of code. Plx to be not telling me what to do kthx.

Not to mention that those codes don't need merging. It is no fatigue/no swap on death that would need it. It could be done. I am not in the mood to say the least.
 

dgameman1

Smash Journeyman
Joined
Sep 13, 2008
Messages
219
Location
Beverly Hills, California
I just spent 2 hours working at 2am in the morning to save you 80 lines of code. Plx to be not telling me what to do kthx.

Not to mention that those codes don't need merging. It is no fatigue/no swap on death that would need it. It could be done. I am not in the mood to say the least.
I'm just kidding :dizzy: =[ But really thanks =] You should be going to sleep now. Thanks for being a Uber Code merger
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Wow thanks a lot Almas! So just to make sure, the longest one is there to combine the individual ones and is not touched at all unless you plan on altering the lagless code. You can adjust the values of the individual codes like before. So instead of one long code line it is now 4 separate codes that act like one?

And going back to the hitlag, I haven't really tested it because I was playing some melee but if you guys say its a problem then ok. I also noticed that the attacker left hitlag before the attacker and you can really see that with falcons knee. Good new is that we can adjust both individually so we can do thing like 50 % attacker 60% attacked or something like that to solve the problem
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
Okay, I get it now. Just wanted to make sure you hadn't just broken the code apart so it was easier to understand. I don't know much about hex editing :3

Also, while I'd love to see a Pokemon trainer no fatigue/no swap on death code that also allowed you to play a no fatigue/YES swap on death pokemon trainer if you preferred, I don't think it's needed.

I don't know what to do with my extra 42 lines of code now, though. Guess I could freeze a few more stages and change the Perfect Shield window...


Also, if anyone is interested, here is the CSS I made the other night, although it may very well be the reason for the random freeze after a match issue I was having (and might still be having?):

Code:
[url=http://img.photobucket.com/albums/v440/PlasmaTorture/IMG_1668.jpg]Click for Image[/url]

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
 

dgameman1

Smash Journeyman
Joined
Sep 13, 2008
Messages
219
Location
Beverly Hills, California
Okay, I get it now. Just wanted to make sure you hadn't just broken the code apart so it was easier to understand. I don't know much about hex editing :3

Also, while I'd love to see a Pokemon trainer no fatigue/no swap on death code that also allowed you to play a no fatigue/YES swap on death pokemon trainer if you preferred, I don't think it's needed.

I don't know what to do with my extra 42 lines of code now, though. Guess I could freeze a few more stages and change the Perfect Shield window...


Also, if anyone is interested, here is the CSS I made the other night, although it may very well be the reason for the random freeze after a match issue I was having (and might still be having?):

Code:
[url=http://img.photobucket.com/albums/v440/PlasmaTorture/IMG_1668.jpg]Click for Image[/url]

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
Isn't the max 50?

I REALLY do think that's the reason for you freezing
 

Eight 52

Smash Journeyman
Joined
Feb 14, 2008
Messages
339
Location
Tempe, AZ
There's only 44 in my code. Two of them are blanks which I apparently didn't need to include, as well.
It is that code. I tried your roster once, and even used custom rosters. I think the game is only used to seeing three rows as opposed to four. What exactly are the variables in the code, because I'd a roster of my own with Zelda Shiek seperate and only the pokemon.
 

dgameman1

Smash Journeyman
Joined
Sep 13, 2008
Messages
219
Location
Beverly Hills, California
It is that code. I tried your roster once, and even used custom rosters. I think the game is only used to seeing three rows as opposed to four. What exactly are the variables in the code, because I'd a roster of my own with Zelda Shiek seperate and only the pokemon.
The CSS is dynamic. I don't think the rows matter
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
Um... 2 randoms?
Man, if that's the case I'll be quite bummed, as that was one of the main reasons I set it up that way. It always is such a pain to have to drag the counter thing from P1 all the way to the right side of the screen. ;)

But really I just liked how in melee you could random from either corner and wnated to emulate that, oh well.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Oh man, I just got all the new combined codes in, and used the tons of extra space to bring back the level freeze/reverse, custom CSS, and Pokemon Trainer codes back into the fold. I am so happy.

Now to test it all out, once my bro gets bored of Halo.

Oh, and I still have 36 lines of code left over. Feels good man.
 

dgameman1

Smash Journeyman
Joined
Sep 13, 2008
Messages
219
Location
Beverly Hills, California
Add
Code:
P1-P4 Shields

4A000000 80F595EC
140004FC FF000000
14000970 0000FF00
14000DE4 FFFF0000
14001258 00FF0000
60000004 00000001
5A010000 00000474
14000090 FFFFFFFF
140000A0 00000000
140000A8 00000000
62000000 00000001
E0000000 80008000


Official codes by... Phantom Wings
Edited by... Me
Merged by Almas =]

They look AWESOME might as well add since we have more space
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
uhh what exactly do they do to the shields?

hmmm, I got a freeze so i did something wrong. What do I put in the shorthop/ff/DD if I don't want to use them??
 

Yeroc

Theory Coder
BRoomer
Joined
Feb 28, 2004
Messages
3,273
Location
In a world of my own devising
Here's all the codes I'm using. I have the other shield code from the first post. Someone let me know what you think of black shields with colored accents.
Code:
RSBE01
Smash Bros Brawl (US)

Primary Mechanics

PW Merger Code [Phantom Wings, Almas, 94 Lines]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C
025A9310 00000001
E2000001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210006 00000014
92210007 00000014
92210008 00000068
92210005 00000070
92210009 00000070
9221000A 0000007C
9221000B 00000014
9221000E 0000007C
58010000 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A00100B 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000
4A00100E 00000000
30000038 00000074
86000006 00000040
86910006 40000000
E2000001 00000000
4A00100E 00000000
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 00000000
4A00100E 00000000
285A9310 FFFE0001
34000038 00000042
36000038 00000049
4A001009 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000003 00000000
4A00100E 00000000
30000038 00000073
4A001005 00000000
58010000 00000020
92210005 0000001C
86310005 FFFFFFF7
E2000001 00000000
4A00100E 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

ASM Codes

Hitstun [Phantom Wings, 3 Lines]
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000

Short Hop Height/Dash Speed/Fastfall Speed Multiplier [Almas, 9 Lines]
C285765C 00000008
3FC0805A 3BDE7304
2C002F20 4082000C
C3FE2000 EC3F0072
2C002F00 4082000C
C3FE2004 EC3F0072
2C002F5C 4082000C
C3FE2008 EC3F0072
4E800020 00000000

Constant Writes

Hitstun .5/Shorthop Height .95/Dash Speed 1.15/Fastfall Speed 1.15[3 Lines]
065A9300 00000010
3F000000 3F733333
3F933333 3F933333

Secondary Mechanics

Tripping Rate Modifier (2 lines)
0481CB34 C0220020
045A9340 00000000

No Stale plus Fresh modifier [spunit262] (1 line)
02FC098A 00110000

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

Fallspeed Modifier: 1.15 (1 line)
04641524 3F933333

Buffer Mod 2: 0 [Phantom Wings, spunit262] (1 line)
0485B784 38000000

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

Perfect shield window MOD: 3 [Spunit262] (8 lines)
C27ACF7C 00000005
2C030008 40800018
83FF007C 83FF0038
2C1F001A 40A20008
38600003 7C7F1B78
60000000 00000000

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
(H*X+Z)/Y

Character Specific Codes

Independent Pokemon Engine +no wreck My Music V1.1 [spunit262] (24 lines)
06407BD0 0000000E
04030F0D 1E1B1F1B
201B211B 221B0000
C20AF830 00000003
2C03002A 41800008
3863FFD6 54602036
60000000 00000000
C20AF8D0 00000003
3C808045 2C03002A
41A00008 3863FFD6
60000000 00000000
C2684940 00000004
2C1D002A 41A00010
3BBDFFD6 39E0003F
99F400B8 2C1D001B
60000000 00000000
C2684964 00000007
881400B8 2C00003F
40A20028 2C03001D
40A20008 3860001E
2C03001F 40A20008
38600020 2C030021
40A20008 38600022
987400B8 00000000

Misc. Feature Codes

Level Speed Modifier: Pirate Ship, Wario Ware, PS2 Reversed (7 lines)
4A000000 90000000
1416A904 BF800000
22623090 00000009
22623090 00000014
22623090 0000001C
1416A904 3F800000
E0000000 80008000

Unlimited Replay Code (3 lines)
040E5DE8 60000000
04953184 60000000
04953224 60000000

Unrestricted pause camera
040A7D60 4E800020
04109D88 38800001

Yeroc's Custom CSS [spunit262] (19 lines)
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900D8 00000008
2C170028 41820168
02680DE0 0022FFFF
06680DE0 00000029
00010203 06080711
27091A24 04162313
21260D05 0E171F20
250B120C 150F100A
1B471929 14182248
46000000 00000000
046900E8 60000000

Colored shields [Phantom wings] (20 lines)
4A000000 80F59A60
14000088 FF3AB700
14000090 FF000000
140000A0 FF000000
140000A8 00000000
4A000000 80F59ED4
14000088 00FFFF00
14000090 0000FF00
140000A0 0080FF00
140000A8 00000000
4A000000 80F5A348
14000088 FAF9E100
14000090 FFFF0000
140000A0 FFFF8000
140000A8 00000000
4A000000 80F5A7BC
14000088 88FCAE00
14000090 00FF0000
140000A0 00C00000
140000A8 00000000
XXXXXXXX: Shield to modify
80F59A60 Red Shield
80F59ED4 Blue Shield
80F5A348 Yellow Shield
80F5A7BC Green Shield
R1G1B1 Pulse: The color of the pulse effect from you're shield.
R2G2B2 Soft Glow: The faded glow that you're shield gives off.
R3G3B3 Reflection: The color of the reflection you're shield gives off.
R4G4B4 Base Color: Just exactly that...

Unlimited objects v2 (by Pizzaboy)
4A000000 81000000
30653264 01010101
14529E5E 00000000
E2000001 80008000

Allow Overlapping v2 (by Pizzaboy)
4A000000 81000000
30653264 01010101
10521D58 00000001
E2000001 80008000
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
So.... wait... did Almas use the old buffer mod code or the new one-line buffer mod?


@Plasma
Also, plasma, I get the feeling the two Randoms are likely the problem because of this:
Cursor coin returning to previous position after a match.

Remember how CSS's without the PT were always having the cursor coin show up on Ice Climbers after a match where one of the Pokemon was picked?
Or how the cursor coin would return to Samus after a match if ZSS was chosen?

Your issue is likely due to the game not knowing where to return to since it has two random options and the original location of the Random icon is not present. That would likely cause the game to freeze.


On a different note, I love how your CSS looks. It'll be a shame if the second Random does indeed need to be removed. It looks sexy.

Question: you have the announcer saying all the names, and the color changes all working just fine with your CSS?


They look AWESOME might as well add since we have more space
Err, no. Sorry, but we're not trying to get the codes combined to alleviate lines for cosmetic additions. We're trying to alleviate lines because we're not done creating codes and still need lines in order to create/use character balance codes.

There is no "might as well" here because we will, unfortunately, always be in a tight spot. We'll be lucky if we end up with enough room to add a CSS to final standard... =/
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
For the shield stun code, do I need to enter the values in hex or just as a normal number? For example, the OP recommends 13/22/5. Do I enter 0013/0022/0005 in the respective constants or do I need to change these into a hex value?

Excellent job on the merger, that's just fantastic.

For the lagless ledges code, what makes 4080000 better than 4000000?

And thanks spunit for the hitlag + break point too! I think it should be added to the OP. 50% with a breakpoint of 2 works very well.

Code:
Hitlag Modifier +break [Phantom Wings, Almas, spunit262]

C2771EAC 00000004
2C04VVVV 41800010
1C84XXXX 3884ZZZZ
39C0YYYY 7C8473D6
2C040000 00000000
C2876220 00000004
2C04VVVV 41800010
1C84XXXX 3884ZZZZ
39C0YYYY 7C8473D6
80660064 00000000

V=break
(H*X+Z)/Y
Code:
50% Hitlag + Breakpoint 2

C2771EAC 00000004
2C040002 41800010
1C840005 38840000
39C0000A 7C8473D6
2C040000 00000000
C2876220 00000004
2C040002 41800010
1C840005 38840000
39C0000A 7C8473D6
80660064 00000000
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
I'm excited to actually have room for teching mods, horizontal air speed, and character fixes in the future.

Almas, thank you for your work. I'm sorry to look a gift-horse in the mouth, but if you have time would you mind doing a version without the dash cancel built in?

Edit: Kupo, you should be able to D-smash, D-smash, and then grab. Or, if you hit someone with the chargeshot, enough time to run up and follow up your stun.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
The code worked for me. It seemed to add the codes you were attempting for. I'll wait around to figure out what all the values are for this code. Got an early class tomorrow.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
For the shield stun code, do I need to enter the values in hex or just as a normal number? For example, the OP recommends 13/22/5. Do I enter 0013/0022/0005 in the respective constants or do I need to change these into a hex value?
You enter them in integer hex.

13 is D
22 is 16
5 is 5.

Preceed with as many zeros as is needed.

000D
0016
0005

I use this for my conversions since the link in OP doesn't do it: http://www.easysurf.cc/cnver17.htm#b10tob16

The first one. Base 10 to Base 16.
Remember that you can only use integers, no decimals. That's why the divider is there.

13/22/5 is 2.6/4.4/1.

I feel like you knew all about the conversions already, but it never hurts to be thorough right?

EDIT:
The value in the OP will change soon because of the hitlag code and the compounded shieldstun with projectiles.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Okay, I get it now. Just wanted to make sure you hadn't just broken the code apart so it was easier to understand. I don't know much about hex editing :3

Also, while I'd love to see a Pokemon trainer no fatigue/no swap on death code that also allowed you to play a no fatigue/YES swap on death pokemon trainer if you preferred, I don't think it's needed.

I don't know what to do with my extra 42 lines of code now, though. Guess I could freeze a few more stages and change the Perfect Shield window...


Also, if anyone is interested, here is the CSS I made the other night, although it may very well be the reason for the random freeze after a match issue I was having (and might still be having?):

Code:
[url=http://img.photobucket.com/albums/v440/PlasmaTorture/IMG_1668.jpg]Click for Image[/url]

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
I can tell you that you need to use the Custom Random code or remove all 28 and 29 expect for the very last 29. Adding one of the Engines will also fix the freeze problem but you'll have an extra Mario and 2 etra DKs in your random pool. Now think about it, I don't think they would anymore.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
@GPDP

I confess that I still prefer the no dash end animation for purposes of a larger DD. I don't necessarily promote it as any sort of competitive standard, but it's more fun to me and those that I've been playing with.

It sounds broken on paper but has worked out to be quite balanced. As you cannot shield during the initial dash animation, using the DD excessively still leaves you open to attacks or projectile spam. As kupo pointed out, it could be used to **** teching, but we haven't noticed this yet in actual play testing. I'd rather not get into a debate about it, I just prefer it.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Fair enough, then.

Also, I was about to storm in here, complaining that somehow the new codes made the dash speed look like it was in super slow-motion, but then I realized I accidentally put in a ridiculously low value for dash speed. It looked funny as hell, though, especially with Captain Falcon.

Also, should the new hitlag code use .5/.6 values, then? Has this proven to more or less even out the hitlag between both characters?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Fair enough, then.

Also, I was about to storm in here, complaining that somehow the new codes made the dash speed look like it was in super slow-motion, but then I realized I accidentally put in a ridiculously low value for dash speed. It looked funny as hell, though, especially with Captain Falcon.

Also, should the new hitlag code use .5/.6 values, then? Has this proven to more or less even out the hitlag between both characters?
well, ppl were saying how 50/50 completely ruins ZSS (I still don't see this :\) which is why suggested 50/60

Im not trying to sound ignorant but she has more options now with hitstun and she can kill better with no decay. Its similar to how hitstun is accepted even though DDD and falco lost their CGs. Can someone explain how a 50/50 hitlag code destroys ZSS cause Im really confused

@_@
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Well, 50/60 is working fine so far. ZSS's dsmash still allows you to fsmash, as far as I was able to discern.

btw, you guys have NO idea how good this game feels after a night of playing vanilla with a scrub friend of my cousin's who HATES Brawl+ because he doesn't like hitstun and it doesn't allow him to spam attacks as safely as usual (mostly Sonic's Up B to dair). And to make matters worse, he likes to put the remaining character slots as CPUs, AND always picks random at the stage select screen. Trust me, I got really tired of playing after a few matches.

Now, I put in all the new codes, and the game feel oh-so-fine. Again, thanks to all of you that made this project possible. After tonight, I am certain I can never EVER go back to vanilla willingly.
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
I can tell you that you need to use the Custom Random code or remove all 28 and 29 expect for the very last 29. Adding one of the Engines will also fix the freeze problem but you'll have an extra Mario and 2 etra DKs in your random pool. Now think about it, I don't think they would anymore.
Custom Random Code is:

Code:
Costom Random V1 [spunit262]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE000YY
06680E80 000000YY
ZZZZZZZZ ZZZZZZZZ
<!--[!include:CSS Values]-->
right?

Does that work the same as the CSS screen but allow multiple randoms to appear, or just customize what characters you can random? Or something else. :dizzy:

I'm thinking of just switching the CSS over to:
Code:
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 00000029
00090D0C 05150616
1F02240E 0F140304
011A081B 1C1D1E20
23112107 13250B19
0A181710 22122927
26000000 00000000

Regular Zelda Icon (CSS) [spunit262]
046900E8 60000000
which has the bottom row go ROB, G&W, random, Snake, Sonic


oh and while I'm asking using the Independent Pokemon Engine allows the values 47, 48, and 49 in the CSS to properly independent pokemon, right?


Edit: Also, I think hitlag at 60%/60% is fine, and I guess doesn't cause ZSS issues. I don't see that extra 10% coming off to be that needed and I think keeping the reduction equal is important for offense/defense balance's sake.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Well, 50/60 is working fine so far. ZSS's dsmash still allows you to fsmash, as far as I was able to discern.

btw, you guys have NO idea how good this game feels after a night of playing vanilla with a scrub friend of my cousin's who HATES Brawl+ because he doesn't like hitstun and it doesn't allow him to spam attacks as safely as usual (mostly Sonic's Up B to dair). And to make matters worse, he likes to put the remaining character slots as CPUs, AND always picks random at the stage select screen. Trust me, I got really tired of playing after a few matches.

Now, I put in all the new codes, and the game feel oh-so-fine. Again, thanks to all of you that made this project possible. After tonight, I am certain I can never EVER go back to vanilla willingly.
just pick MK and spam the tornado and tell him that you wont be mk in brawl+. Give him the choice
Edit: Also, I think hitlag at 60%/60% is fine, and I guess doesn't cause ZSS issues. I don't see that extra 10% coming off to be that needed and I think keeping the reduction equal is important for offense/defense balance's sake.
Well I chose 50/60 because I noticed that the attacker got out of hitlag before the attacked in melee and this was really apparent for falcons knee. Dunno if we should do 60/60 or 50/60
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Custom Random Code is:

Code:
Costom Random V1 [spunit262]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE000YY
06680E80 000000YY
ZZZZZZZZ ZZZZZZZZ
<!--[!include:CSS Values]-->
right?

Does that work the same as the CSS screen but allow multiple randoms to appear, or just customize what characters you can random? Or something else. :dizzy:

I'm thinking of just switching the CSS over to:
Code:
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 00000029
00090D0C 05150616
1F02240E 0F140304
011A081B 1C1D1E20
23112107 13250B19
0A181710 22122927
26000000 00000000

Regular Zelda Icon (CSS) [spunit262]
046900E8 60000000
which has the bottom row go ROB, G&W, random, Snake, Sonic


oh and while I'm asking using the Independent Pokemon Engine allows the values 47, 48, and 49 in the CSS to properly independent pokemon, right?
It modifies the pool that the game draw from for random. The pool is normally all the character on the CSS except the last one, if a 28 or 29 is ever chosen the game crashes.
 
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