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COMPETITIVE Brawl+: Code Agenda

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
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.
Oh, I see. Wouldn't that cause the game to crash on match start and not on match end (Annoucner says "The Winner Is..." and then it freezes)?

I'll give it a shot though!
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Oh, I see. Wouldn't that cause the game to crash on match start and not on match end (Annoucner says "The Winner Is..." and then it freezes)?

I'll give it a shot though!
It would crash when the CSS screen is loaded, what ever was displayed before would still be displayed, not the CSS.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
I was playing with Kupo's codeset today, the first time playing with a shield gain reduction (.05). I managed to break a shield with a couple of well placed poke -> Shield Breaker set ups with Marth ;) It was pretty cool, but I doubt it would work against someone expecting it. Matter of fact, It'd probably get you in trouble since the Shield Breaker has slow start-up (you could easily bait it by purposely blocking a lot). But it's still great, because if you land one Shield Breaker you can now expect the opponent to block a lot less, and set them up for other things accordingly.

Other than that incident, there was no real threat to the shield even with the gain reduction. It honestly seems like only Marth or Jiggz will have a chance at breaking the shield with that setting, which makes it quite viable in my eyes.

I must say that 13/22/5 for shield stun felt pretty close to perfect. A few heavy hitting moves did seem to have a bit more shield-push than I would like, so I'll have to go back and try 12 or 12.5 again. I got a Pit vs Link match soon to be uploaded with the above settings.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Just played a bit more, and again, I cannot stress this enough. Brawl+ is amazing. I cannot wait to try it with some friends (minus the douchebag that doesn't like Brawl+, he can go off himself IMO).

Also, I might as well mention this: at 50/60 hitlag, Marth's counter still hits DK on his SA frames. Again, I am not sure if this is worrisome, but whatever, just throwing it out there.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I was playing with Kupo's codeset today, the first time playing with a shield gain reduction (.05). I managed to break a shield with a couple of well placed poke -> Shield Breaker set ups with Marth ;) It was pretty cool, but I doubt it would work against someone expecting it. Matter of fact, It'd probably get you in trouble since the Shield Breaker has slow start-up (you could easily bait it by purposely blocking a lot). But it's still great, because if you land one Shield Breaker you can now expect the opponent to block a lot less, and set them up for other things accordingly.

Other than that incident, there was no real threat to the shield even with the gain reduction. It honestly seems like only Marth or Jiggz will have a chance at breaking the shield with that setting, which makes it quite viable in my eyes.

I must say that 13/22/5 for shield stun felt pretty close to perfect. A few heavy hitting moves did seem to have a bit more shield-push than I would like, so I'll have to go back and try 12 or 12.5 again. I got a Pit vs Link match soon to be uploaded with the above settings.
I wonder if we should adjust shield loss. I hit a shield with a full on angel ring and not even 1/4 shield was eaten up...that move seriously should take away 1/2 a shield

And I REALLY like 50:60 hitlag atm
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
I wonder if we should adjust shield loss. I hit a shield with a full on angel ring and not even 1/4 shield was eaten up...that move seriously should take away 1/2 a shield

And I REALLY like 50:60 hitlag atm
Which value affects which player for hitlag? What is it that you like about it?

As for shield loss, I thought about that. As long as Shield Breaker or Pound isn't an instant or near instant break. You should definitely play some matches and see how it goes.

I also thought about doing a 0 shield gain match just for kicks. You get one shield and one shield only so use it wisely :laugh:
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Which value affects which player for hitlag? What is it that you like about it?

As for shield loss, I thought about that. As long as Shield Breaker or Pound isn't an instant or near instant break. You should definitely play some matches and see how it goes.

I also thought about doing a 0 shield gain match just for kicks. You get one shield and one shield only so use it wisely :laugh:
idk why I like it. 50 is attacker and 60 is attacked. But after trying 60 60 falcon still moves first (programmed that way)so I guess its all good anyway.

After playing melee I realized that I am afraid to put up my shield but in brawl+ I am not which I think is a problem.

And I meant to say shield damage..
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
Thanks spunit! That did fix it, I played like 40 minutes without any crashes. :)

Here's the "final" version of my CSS for those who are interested

Click Here for Image

With Independent Pokemon (what I use now):
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 0000002A
00090D0C 05150616
1F02240E 0F140304
011A081B 46474820
23112107 13250B19
0A181710 29221227
26290000 00000000

Costum Random V1 [spunit262] [10 lines]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00028
06680E80 00000028
00090D0C 05150616
1F02240E 0F140304
011A081B 46474820
23112107 13250B19
0A181710 22122726

Regular Zelda Icon (CSS) [spunit262] [1 line]
046900E8 60000000

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

Without Independent Pokemon (requires PW's codes, or either hold shield code if you want independent pokemon; kinda makes having squirtle, charizard, and ivysaur pickable on their own pointless but hey do what you want):
Code:
Custom CSS V3 [spunit262] NOPOKE [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 0000002A
00090D0C 05150616
1F02240E 0F140304
011A081B 1C1D1E20
23112107 13250B19
0A181710 29221227
26290000 00000000

Regular Zelda Icon (CSS) [spunit262] [1 line]
046900E8 60000000

Costom Random V1 NOPOKE [spunit262] [10 lines]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00028
06680E80 00000028
00090D0C 05150616
1F02240E 0F140304
011A081B 1C1D1E20
23112107 13250B19
0A181710 22122726
What I like about the Independent pokemon one is that you get to choose whether or not you want to be the old Pokemon Trainer or play a solo pokemon, as well as being able to random either way. I would love it if you could manually swap pokemon as a "solo pokemon" but I have no idea how that would be possible.

@Alopex: The one with the independent pokemon does have the name issue (ROB for charizard, silence for squirtle and ivysaur), but the one without does not. And yes, with the independent pokemon one you can have every Pokemon be the same color (although with four players at max only 2 will ever look exactly the same due to 3/4 selectable "Pokemon Trainers" being independent pokemon). You can also get 2 Sheiks to be the same color if you select from the Zelda icon and change color to match Sheik and then switch to Sheik via the portrait at the bottom. You can have 2 ZSS be the same color if you choose the same color Samus and ZSS and have Samus use her final smash (and vice versa).

I don't see it being an issue as most people use names, and it's always possible spunit is working on fixing those things.

Also of note is that if you select the Random box on the right, it places the token onto the left random box, and after a match ends if you were on Sheik's box to select Sheik, the token will be on top of Zelda.


@Yeroc
I really like the black accented shields!

@kupo
I tried a few matches out at 50/60 and they were great, I didn't think there'd be a noticable difference from 60/60 but it definitley felt more correct that way. ZSS's B is still nerfed too much I think, though. Also, back when those shield codes came out I mentioned wanting to try increased shield damage, and I think I still think it could use a slight buff.
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
I'll stick to my CSS. It's neater since it's a neat 4x10 block. That and Zelda and Sheik don't need separate slots. They can transform into each other at anytime, unlike the Indy PKMN and ZSS who actually warrant separate character slots.

Also, you don't need a random modifier, it randomly selects a character in your CSS already. I don't have the custom random code and I've had CPU's set to random spawn as Indy PKMN and regular Trainer.
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
Also, you don't need a random modifier, it randomly selects a character in your CSS already. I don't have the custom random code and I've had CPU's set to random spawn as Indy PKMN and regular Trainer.
No, for mine you do, because of the two random icons. It was causing freezing without it.

If/when space becomes an issue again, I already have a plan to consolidate it, but I think this is perfect for me until then and figured I'd share it for those interested. :)

Also, I think having zelda and sheik seperate is great, it saves having to waste time switching to Sheik if you want to play as her.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
put in 3f800000, the value for "1" if you do not wish to use a code.

Okay, I am busy for the next couple of days and I expect stream of people wanting X modification. So I'll give you the rough basis for modifying the code. It requires a little bit of understanding, but meh.

PW's codes all share the main structure. In the merged code, they each take up a segment and a couple of variables. Some take up a 'Check' location. This is the general structure of the code:

Code:
PW Merger Code [Phantom Wings, Almas, 94 Lines]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C |
025A9310 00000001 | These are the Check parts for NAS and Hitstun
32000001 0000000F |
025A9312 00000001 |
E2000001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060 
DE000000 80008180 
92210006 00000014 |
92210005 00000070 | These are all the variables
92210002 0000007C |
92210003 00000018 |
92210009 00000070 |
9221000A 0000007C |
9221000B 00000014 |
9221000E 0000007C 
<---> The segments go here
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
Of course, if you remove a segment you can remove the variables and the Check attached for it. Between every segment, you MUST put in the following line:

4A00100E 00000000

The segments. To clarify, these MUST be placed in the appropriate location in the ABOVE CODE. Placing them ANYWHERE else will either do nothing or cause a crash glitch:

Code:
Auto-L Cancelling
58010000 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A00100B 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000

Lagless Edges
30000038 00000074
86000006 00000040
86910006 40000000
E2000001 00000000

Dash Cancelling
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 00000000

Autosweetspot
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

Hitstun
285A9310 FFFE0001
34000038 00000042
36000038 00000049 
4A001009 00000000 
58010000 00000024 
58010000 0000000C 
1400001C 00000088 
14000018 00000088 
E2000003 00000000 

Triple Jump Glitch
30000038 00000073 
4A001005 00000000
58010000 00000020
92210005 0000001C
86310005 FFFFFFF7
E2000001 00000000
The variable lines:

Code:
92210006 00000014 lagless edges
92210007 00000014 dash cancel
92210008 00000068 dash cancel
92210005 00000070 triple jump
92210002 0000007C autosweetspot
92210003 00000018 autosweetspot
92210009 00000070 hitstun
9221000A 0000007C lag reduction
9221000B 00000014 lag reduction
I noticed that buffer doesn't play by the normal rules - it'll fit in there, but it'll need a little tweaking.

In a couple of days (or if you're lucky tonight), I'll integrate buffering since the current one seems to be capoot, and see if I can blend in the Pokémon Trainer Mods. Until then, settle with that.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
Wow Guys! 100 pages in 1 WEEK!! WTF!~?

Thanks spunit! That did fix it, I played like 40 minutes without any crashes. :)

Here's the "final" version of my CSS for those who are interested

Click Here for Image

With Independent Pokemon (what I use now):
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 0000002A
00090D0C 05150616
1F02240E 0F140304
011A081B 46474820
23112107 13250B19
0A181710 29221227
26290000 00000000

Costum Random V1 [spunit262] [10 lines]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00028
06680E80 00000028
00090D0C 05150616
1F02240E 0F140304
011A081B 46474820
23112107 13250B19
0A181710 22122726

Regular Zelda Icon (CSS) [spunit262] [1 line]
046900E8 60000000

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

Without Independent Pokemon (requires PW's codes, or either hold shield code if you want independent pokemon; kinda makes having squirtle, charizard, and ivysaur pickable on their own pointless but hey do what you want):
Code:
Custom CSS V3 [spunit262] NOPOKE [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 0000002A
00090D0C 05150616
1F02240E 0F140304
011A081B 1C1D1E20
23112107 13250B19
0A181710 29221227
26290000 00000000

Regular Zelda Icon (CSS) [spunit262] [1 line]
046900E8 60000000

Costom Random V1 NOPOKE [spunit262] [10 lines]
06685824 0000000C
3C608068 7C630214
88630E80 00000000
046857F0 3AE00028
06680E80 00000028
00090D0C 05150616
1F02240E 0F140304
011A081B 1C1D1E20
23112107 13250B19
0A181710 22122726
What I like about the Independent pokemon one is that you get to choose whether or not you want to be the old Pokemon Trainer or play a solo pokemon, as well as being able to random either way. I would love it if you could manually swap pokemon as a "solo pokemon" but I have no idea how that would be possible.

@Alopex: The one with the independent pokemon does have the name issue (ROB for charizard, silence for squirtle and ivysaur), but the one without does not. And yes, with the independent pokemon one you can have every Pokemon be the same color (although with four players at max only 2 will ever look exactly the same due to 3/4 selectable "Pokemon Trainers" being independent pokemon). You can also get 2 Sheiks to be the same color if you select from the Zelda icon and change color to match Sheik and then switch to Sheik via the portrait at the bottom. You can have 2 ZSS be the same color if you choose the same color Samus and ZSS and have Samus use her final smash (and vice versa).

I don't see it being an issue as most people use names, and it's always possible spunit is working on fixing those things.

Also of note is that if you select the Random box on the right, it places the token onto the left random box, and after a match ends if you were on Sheik's box to select Sheik, the token will be on top of Zelda.


@Yeroc
I really like the black accented shields!

@kupo
I tried a few matches out at 50/60 and they were great, I didn't think there'd be a noticable difference from 60/60 but it definitley felt more correct that way. ZSS's B is still nerfed too much I think, though. Also, back when those shield codes came out I mentioned wanting to try increased shield damage, and I think I still think it could use a slight buff.
Whoa! I love this CSS! I haven't used it yet, but when I get back from school I'm adding it for sure. At a glance, I was like.. what? It's so disorganized! Eww. This was simply because I was looking for column style organization. Then I realized everything is categorized into rows-- which actually seems to work better than columns! I love how all of the characters seem to fit perfectly, and at the end, all of the random characters have their place. Nice unification! I'm also one for symmetry, so the 2 randoms is fine. As you said, if this code needs shortening, you'll tweak it. I'd imagine this would involve removing on of the random slots.

I have a question, this may very well be too good to be true. This code talks of a independent Pokemon engine... does that mean that when you chose a pokemon individually (Squirtle/Ivysaur/Charizard) that it automatically enacts the independent pokemon code? Conversely, selecting PT trainer would give you the regular trainer, with a fixed stamina and the option to switch between the 3?

If it truly works like this--- AWESOME! There is no need for other pokemon codes. If anything, the addition of infinite stamina for individual pokemon would be nice-- especially if it were combined somehow. Aside from that, I think this is the smartest thing we can do with the PT. Why buff PT so much that each pokemon is stand alone viable and able to switch on the fly? The idea is the PT must switch to be successful, one must know the ins and outs of all the pokemon. The power from playing PT is that you have the option to play as all three-- unique to playing any one of those pokemon alone.

Selecting them individually should merit the infinite stamina, as they're all you have. There's no switching, no trade offs. Just that one character, like any other.

In general, my point is that the PT should play as the PT always has. The only change should be in selecting the pokemon separately. Such a cool concept! Anyway, I hope this CSS code works the way I think! :)


@Almas:
Wow Almas. Too good! Thanks for all of your effort! Great work merging the codes!!!

I look forward to whatever codes you come out with next, even if you decide to take a brake. Bravo man!

P.S. Wow Guys!!!! Just one week ago (01-13-2009) we were on page 200... I was surprised at that. In literally just a week (01-20-2009) we've accumulated 100 more pages!!! Seriously... 5 pages from 300. Wow. That's quite a bit of discussion if you ask me, and I can only expect the pace to quicken with the hype of current happenings. lol.
 

Kix

Smash Journeyman
Joined
Oct 14, 2007
Messages
352
Why does this

"Buffer Mod [Phantom Wings, spunit262]
0485B784 3800000A

10(A) frames is the default
Do not exceed a value of A"

Always end up being 0 frame buffer even when I replace A with 1 or 2?

Almas, although your new code is amazing, why can't I grab the ledges when I jump into them? I haven't messed with the ledge codes yet. Also if I could know how to take that part out it would be great. I would probably be fine with just not grabbing the ledge until your recovery move is done, but I'd like to jump into it or also in my case, air dodge into it.

Also Samus can't grab the ledge with Screw Attack! Probably a lot more of that.
 

SGX

Smash Journeyman
Joined
Mar 10, 2007
Messages
232
There's a problem with the 1 line buffer code. I've reverted to using the old one.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Link vs Pit
http://www.youtube.com/watch?v=7qMtvDkEr2c

It's been described as lulzy...

Also, we ran into a glitch today on unfrozen Green Greens, where there was an invisible bomb block constantly blowing up on the right stack whenever you got in range. It kept happening until one of us died from it. I saved the replay, but is this already known? Again, it was not frozen, so I'm not sure if it's a B+ thing or not.
 

Me_Aludes

Smash Apprentice
Joined
Aug 9, 2008
Messages
144
Link vs Pit
http://www.youtube.com/watch?v=7qMtvDkEr2c

It's been described as lulzy...

Also, we ran into a glitch today on unfrozen Green Greens, where there was an invisible bomb block constantly blowing up on the right stack whenever you got in range. It kept happening until one of us died from it. I saved the replay, but is this already known? Again, it was not frozen, so I'm not sure if it's a B+ thing or not.
This?
http://www.youtube.com/watch?v=NQG9TEiGjKo
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
Link vs Pit
http://www.youtube.com/watch?v=7qMtvDkEr2c

It's been described as lulzy...

Also, we ran into a glitch today on unfrozen Green Greens, where there was an invisible bomb block constantly blowing up on the right stack whenever you got in range. It kept happening until one of us died from it. I saved the replay, but is this already known? Again, it was not frozen, so I'm not sure if it's a B+ thing or not.
yea, the greengreens invisible block thing is in vanilla brawl.

funny match btw.
 

cobaltblue

Smash Journeyman
Joined
Nov 8, 2007
Messages
455
ok so im confused about this ZSS thing. I remember testing it before and it seemed like enough stun for the dsmash to fsmash and even now with 50:60 hitlag it works. Can someone tell me a specific situation where the problem occurs?


http://rapidshare.com/files/186395499/Brawl_.txt.html
http://rapidshare.com/files/186395500/RSBE01.gct.html
Using the old codesets you posted ZSS stun her opponent with her gun or dsmash and then follow up with say a dash attack or some other set up move. Now with the new set you posted on the 19th the stun time is reduced resulting in the opponent getting pushed back away from if they were running towards or getting boosted upward if going vertical.

Imo this isn't really too big a problem as we're still in the early stages of getting a physcis engine worked out to really worry about character specifics.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Would it be possible to force certain versions of Spear Pillar or Mushroomy Kingdom to appear? I would love to only have 1-1 and Palkia appear, but the tourny folks could force azelf, mespirit, and uxie so the stage still looks good but lacks the stage hazards.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Why buff PT so much that each pokemon is stand alone viable and able to switch on the fly? The idea is the PT must switch to be successful, one must know the ins and outs of all the pokemon. The power from playing PT is that you have the option to play as all three-- unique to playing any one of those pokemon alone.

Selecting them individually should merit the infinite stamina, as they're all you have. There's no switching, no trade offs. Just that one character, like any other.

In general, my point is that the PT should play as the PT always has. The only change should be in selecting the pokemon separately. Such a cool concept! Anyway, I hope this CSS code works the way I think! :)
No. And I'm going to quote myself to respond to this since it's a point I've made before.

Here:

I still prefer the PW codes.

I mean, what exactly does the Regular PT have that Zelda/Sheik don't have that justifies the Regular PT needing fatigue for balance? One more character choice? What a misconception.

The tally of Regular PT drawbacks is huge. Removing fatigue and allowing switching is actually what balances the character to the Zelda/Sheik level.

-Zelda/Sheik maintain respawn invincibility after transformation, allowing safe transformation post stock loss. PT can't swap until after invincibility is gone.
-Zelda/Sheik can transform in the air, allowing for vastly safer transform options compared to the PT's extremely punishable ground-restricted swap.
-The PT is forced to swap upon lost stock, potentially forcing a terrible match-up. Not so for Zelda/Sheik.
-The PT has fatigue.

That's the PT. Why would we want to keep that character like that?
PW's codes remove the last two issues on that list, making the character exponentially more viable, while still keeping the first two drawbacks in order to balance out the fact that the character is 3 fighters. And in the process it allows individual Pokemon use as well if you never swap.

How can anyone justify keeping that original PT, with those 4 huge drawbacks, as a "balance choice"?

PW's codes are the ideal PT codes. I really don't see why it's not just made standard and end the story.
 

Team Giza

Smash Lord
Joined
Mar 5, 2006
Messages
1,119
Location
San Diego, CA
I still do not thinking using both the no fatigue and no switch on death keeps the character seeming unique. I'm all for using the no fatigue code on them though.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Updated. Added the Infinite Stamina (PW's PT code), and Buffering Modifier (PW) codes. They require 8 and 5 lines respectively. The no swap on death code is ASM, so not simple to optimize, if it is possible at all.

Code:
WiiRD Codes

PW Merger Code [Phantom Wings, Almas, 107 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
9001000E 00000000
58010000 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A00100B 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000
4800100E 0000007C
30000038 00000074
86000006 00000040
86910006 [COLOR="Yellow"]40000000[/COLOR]
E2000001 00000000
4800100E 0000007C
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 00000000
4800100E 00000068
30000154 00000009
1400015C 0000000[COLOR="Red"]1[/COLOR]
14000150 0000000[COLOR="red"]1[/COLOR]
E2000001 00000000
4800100E 0000007C
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
4800100E 00000008
20001810 0000001D
14017FB0 4F000000
20001811 0000001E
14016300 4F000000
20001811 0000001F
14011124 4F000000
E2000001 00000000
4800100E 0000007C
285A9310 FFFE0001
34000038 00000042
36000038 00000049
4A001009 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000003 00000000
4800100E 0000007C
30000038 00000073
4A001005 00000000
58010000 00000020
92210005 0000001C
86310005 FFFFFFF7
E2000001 00000000
4800100E 0000007C
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
RED is the Buffer Modifier, currently set to 1.
YELLOW is the Lagless Edges modifier, currently set to 2.

Here is a sample codeset:

Code:
WiiRD Codes

Level Freezer[Phantom Wings/Almas, 7 Lines]
4A000000 90000000
1416A904 00000000
22623090 00000014
22623090 0000001C
22623090 00000023
22623090 00000024
1416A904 3F800000

PW Merger Code [Phantom Wings, Almas, 107 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
9001000E 00000000
58010000 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A00100B 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000
4800100E 0000007C
30000038 00000074
86000006 00000040
86910006 40000000
E2000001 00000000
4800100E 0000007C
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 00000000
4800100E 00000068
30000154 00000009
1400015C 00000001
14000150 00000001
E2000001 00000000
4800100E 0000007C
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
4800100E 00000008
20001810 0000001D
14017FB0 4F000000
20001811 0000001E
14016300 4F000000
20001811 0000001F
14011124 4F000000
E2000001 00000000
4800100E 0000007C
285A9310 FFFE0001
34000038 00000042
36000038 00000049
4A001009 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000003 00000000
4800100E 0000007C
30000038 00000073
4A001005 00000000
58010000 00000020
92210005 0000001C
86310005 FFFFFFF7
E2000001 00000000
4800100E 0000007C
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

Dash Dancing [Phantom wings,5 Lines]
C271F474 00000004
81830058 2C0C000E
4182000C C0230040
48000008 FC20D090
60000000 00000000

Perfect Shield Window Modifier [Spunit262, 6 Lines]
C27ACF7C 00000005
2C030008 40800018
83FF007C 83FF0038
2C1F001A 40A20008
38600003 7C7F1B78
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

P.Trainer No Swap on Death [Y.S. & Phantom Wings, 11 Lines]
C2816AF4 0000000A
3E408062 3A523320
3A60FFFF 3E730001
7E732038 1E730244
7E529A14 80120000
2C00001D 41800024
2C000022 4181001C
2C170115 41820014
38A5FFFF 2C050000
40800008 38A00002
7C0802A6 00000000

Shield Stun V8.1 [spunit262, 6 Lines]
C28753FC 00000005
83810034 80830138
2C040000 41810014
1F9C000D 3B9C0016
38800005 7F9C23D6
60000000 00000000

Hitlag Modifier [Phantom Wings, Almas, spunit262] 8 lines
C2771EAC 00000003
1C840005 38840014
39C0000A 7C8473D6
2C040000 00000000
C2876220 00000003
1C840005 38840014
39C0000A 7C8473D6
80660064 00000000

Constant Writes

Hitstun/Shorthop Height/Dash Speed/Fastfall Speed
065A9300 00000010
3EF851EC 3F666666
3F99999A 3F8CCCCD

Upwards Gravity
04641520 3F866666

Downwards Gravity
04641524 3F99999A

No Stale Moves/Keep Fresh Bonus
02FC098A 00110000

Shield Gain Modifier
04B88454 3D4CCCCD

Tripping Rate Modifier
0481CB34 C0220020
045A9340 00000000
Pictochat, Pokémon Stadium 2, Warioware, Green Hill Zone frozen
Buffer 1
Hitstun 0.485
Shorthop 0.9
Dash 1.2
Fastfall 1.1
Tripping 0
Shield Gain Rate 70%
Perfect shield window 3 frames
Shieldstun (x*13+22)/5
Hitlag (x*5+20)/10

Which comes to the fairly modest 177 lines. Considering that what I said about the line limit potentially being slightly increased (this affects ASM and Constant Overwrite codetypes, hence the separation), this still leaves good room for expansion, I think.
 

Zilactic

Smash Cadet
Joined
Jan 11, 2009
Messages
47
Location
San Diego, CA
great job on the combining Almas

the shields are cool yeroc.

anyways, i was just wondering if this was possible or not.
you know the first stage where you fight either mario or kirby in adventure mode? is it possible to make that into a choosable stage?
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Sorry if this has been said... but with the code space being trimmed down so much wouldn't HAD be viable again?
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
No. And I'm going to quote myself to respond to this since it's a point I've made before.

Here:
I pretty much agree. I don't think anyone would complain about the infinite stamina thing being mandatory, but maybe some PKMN Trainer mains would prefer having auto-swap on death? I dunno.

Ideally (and I guess it's only a few extra lines now, thanks Almas <3) I think keeping Infinite Stamina on always and then using the CSS/Independent Pokemon Trainer Engine to allow the choice between having a Solo pokemon with no swapping, or the ability to switch with the caveat of auto-switching on death for those who prefer it that way. This leaves them open and unique, and allows those who want to main a pokemon and those who want the classic PKMN Trainer to coexist.

Do Zelda or Sheik mains ever switch characters in their matches, anyways? It was, to my knowledge, unheard of in Melee, and I can't imagine it being done much in Brawl but I haven't ever bothered to follow Brawl's competitive scene too much.

@Orca: If you use the first one I posted (with independent pokemon) it works exactly like you think it will. Glad you like it. :)
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
I dunno how much room no-fastfalled-cstick'd-dairs (if possible), increased initial jump velocity (again, if possible), slightly larger teching window, character exemptions from the SH code, and a scattering of character fixes will take up. That said, it's still an ideal I'd love to see come to fruition.

Edit: plasmatorture: I almost always rack up damage with sheik and switch to zelda for the kill. I don't know if this will still be as common in brawl+ (with combos and less decay making her fair and nair gimps more effective), but it's pretty common in standard brawl to switch between the two.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
anyways, i was just wondering if this was possible or not.
you know the first stage where you fight either mario or kirby in adventure mode? is it possible to make that into a choosable stage?
No, you can't, not for ANY of the SSE stages. It is because they are held in a completely different folder from multiplayer stages, adventure mode TRULY is its own mode. That's why the characters have some differences to their multiplayer counterparts (Peach being able to jump slightly higher for example).

It's not happening.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
So you're saying adventure mode's in the same disc section as SSE, right?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Yeah, yadda yadda yadda.

I believe in Melee in very desperate situations, some Sheik players, upon being sent VERY far from the stage (requiring a huge map such as Dreamland 64), would swap to Zelda for her increased floatiness and longer recovery in order to survive. But yeah, the feature is pretty unused.

I definitely swap occaisionally in Brawl+ (and should swap more) - not only does it allow for mixing up play styles, but each character has different strengths. It is a shame the transform time is so long.

I think that the custom CSS code, while shiny, is still somewhat iffy. Character balance can be put in its place. Unlimited Stamina is good for this, but I think no Auto-Swap on Death is a step too far.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
Can someone explain to me exactly how that super merged code works. Which lines can I modify and what are they for?

Also, I really don't understand the how to know what values to put for hitstun/shieldstun/ect. (I've just been copy pasting from other people). I'm sure brawl has a default value for many of those codes, but I don't know what that value is so I don't know where to start.

And how are people getting these numbers like 13/22/5 for shieldstun (what numbers does that translate into for putting in the actual code?)

And what does the PW merger code do?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
lulz at the match!

Also I think we should tamper a bit with the shield damage responding to the person who mentioned that. I tried a little yesterday but couldn't figure out which direction to go
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
Yeah, yadda yadda yadda.

I believe in Melee in very desperate situations, some Sheik players, upon being sent VERY far from the stage (requiring a huge map such as Dreamland 64), would swap to Zelda for her increased floatiness and longer recovery in order to survive. But yeah, the feature is pretty unused.

I definitely swap occaisionally in Brawl+ (and should swap more) - not only does it allow for mixing up play styles, but each character has different strengths. It is a shame the transform time is so long.

I think that the custom CSS code, while shiny, is still somewhat iffy. Character balance can be put in its place. Unlimited Stamina is good for this, but I think no Auto-Swap on Death is a step too far.
Well, if it's used it's used, I was just curious. Usually when I pick a character I stick with it the whole match, but pre-brawl+ I would swap if I was getting my *** kicked as Sheik too much (oh how the tables have turned now). Most of the time I swap as PKMN Trainer is if Autoswap makes me Ivysaur.

I agree that the CSS is just shiny and not neccesary, but as long as there's room I prefer it + infinite stamina to any other PKMN Trainer "solution". If I had to choose between making Metaknight less ridiculous (in which case he'd almost certainly become my main) and a few other character specific fixes, though, it wouldn't be a big deal to remove it.

Edit: Oh yeah, I wanted to say Almas, Hitlag (x*5+20)/10 is an INCREASE to hitlag for anything under 4. You sure you want that?
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
A code that forced the wii to load zelda and sheik before a match (resulting in no load time during switch / insta-transform) would be soooo good.

Yeah, one of the main advantages of switching was that it refreshed your stale moves, so you could kill easily. Don't have that problem anymore, though. She was one of my "mains" in Brawl- due to being one of the only characters to almost combo. Now I don't play her much since her f-tilt and dtilt chains disturb me. I guess I'm a scrub, because it all feels too "cheap" to me. Not MK broken, just annoyingly easy.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Oh yeah, I wanted to say Almas, Hitlag (x*5+20)/10 is an INCREASE to hitlag for anything under 4. You sure you want that?
To my knowledge, no attacks have 1 frame of hitlag. I would doubt that many have 2 frames of hitlag either. Attacks with 3 and 4 frames of hitlag are unaffected, because the game uses chopping, not rounding.

I doubt we have the room to place that memory information, SHeLL. There's a LOT of stuff to write.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
You need to update the OP with the newer code.

The Merger code merges the NAS, ALR, Hitstun, Dash Cancelling, Buffer Modifier, Infinite Trainer Stamina, Triple Jump Glitch Fix and Lagless Edges codes. Most of those codes don't have variables you use, where they do they were indicated slightly in the previous post.

EDIT: Reiterated, a recommended codeset:

Code:
WiiRD Codes

Level Freezer[Phantom Wings/Almas, 7 Lines]
4A000000 90000000
1416A904 00000000
22623090 00000014
22623090 0000001C
22623090 00000023
22623090 00000024
1416A904 3F800000

PW Merger Code [Phantom Wings, Almas, 107 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
9001000E 00000000
58010000 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A00100B 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000
4800100E 0000007C
30000038 00000074
86000006 00000040
86910006 40000000
E2000001 00000000
4800100E 0000007C
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 00000000
4800100E 00000068
30000154 00000009
1400015C 00000001
14000150 00000001
E2000001 00000000
4800100E 0000007C
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
4800100E 00000008
20001810 0000001D
14017FB0 4F000000
20001811 0000001E
14016300 4F000000
20001811 0000001F
14011124 4F000000
E2000001 00000000
4800100E 0000007C
285A9310 FFFE0001
34000038 00000042
36000038 00000049
4A001009 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000003 00000000
4800100E 0000007C
30000038 00000073
4A001005 00000000
58010000 00000020
92210005 0000001C
86310005 FFFFFFF7
E2000001 00000000
4800100E 0000007C
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

Dash Dancing [Phantom wings,5 Lines]
C271F474 00000004
81830058 2C0C000E
4182000C C0230040
48000008 FC20D090
60000000 00000000

Perfect Shield Window Modifier [Spunit262, 6 Lines]
C27ACF7C 00000005
2C030008 40800018
83FF007C 83FF0038
2C1F001A 40A20008
38600003 7C7F1B78
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

P.Trainer No Swap on Death [Y.S. & Phantom Wings, 11 Lines]
C2816AF4 0000000A
3E408062 3A523320
3A60FFFF 3E730001
7E732038 1E730244
7E529A14 80120000
2C00001D 41800024
2C000022 4181001C
2C170115 41820014
38A5FFFF 2C050000
40800008 38A00002
7C0802A6 00000000

Shield Stun V8.1 [spunit262, 6 Lines]
C28753FC 00000005
83810034 80830138
2C040000 41810014
1F9C000D 3B9C0016
38800005 7F9C23D6
60000000 00000000

Hitlag Modifier [Phantom Wings, Almas, spunit262] 8 lines
C2771EAC 00000003
1C840005 38840014
39C0000A 7C8473D6
2C040000 00000000
C2876220 00000003
1C840005 38840014
39C0000A 7C8473D6
80660064 00000000

Constant Writes

Hitstun/Shorthop Height/Dash Speed/Fastfall Speed
065A9300 00000010
3EF851EC 3F666666
3F99999A 3F8CCCCD

Upwards Gravity
04641520 3F866666

Downwards Gravity
04641524 3F99999A

No Stale Moves/Keep Fresh Bonus
02FC098A 00110000

Shield Gain Modifier
04B88454 3D4CCCCD

Tripping Rate Modifier
0481CB34 C0220020
045A9340 00000000
Pictochat, Pokémon Stadium 2, Warioware, Green Hill Zone frozen
Buffer 1
Hitstun 0.485
Shorthop 0.9
Dash 1.2
Fastfall 1.1
Tripping 0
Shield Gain Rate 70%
Perfect shield window 3 frames
Shieldstun (x*13+22)/5
Hitlag (x*5+20)/10

Which comes to the fairly modest 177 lines. Considering that what I said about the line limit potentially being slightly increased (this affects ASM and Constant Overwrite codetypes, hence the separation), this still leaves good room for expansion, I think.
 
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