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COMPETITIVE Brawl+: Code Agenda

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
It has the trainer code in it, yes.

The other code actually had no glitches. The glitch was in the Level Freeze code that I posted alongside it.

And yes, Kupo.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
You know, lowering the PS window is nice, but it would be even nicer if auto-PSing were removed. You should only be able to PS by physically timing the shield button, not by merely holding the button and have someone hit the shield during the PS window.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
almas, so do I just have to delete the cyan coding to remove buffering?

I still can't believe that 4 frames is the PS default. Are you sure your not confusing nPSing because 4 frames for that seems reasonable. PSing was sooo easy that 8 frames makes sense...Im just confused..
nPSing had a window of 8 frames, that ran concurrent with the PS window, so it had a window of 4 frames after the PS window ended.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
4 frames is the length of Metaknights dsmash. So its not that unbelievable.
Like both slashes are done in 4 frames? wow
You know, lowering the PS window is nice, but it would be even nicer if auto-PSing were removed. You should only be able to PS by physically timing the shield button, not by merely holding the button and have someone hit the shield during the PS window.
Yes this would be great. Can this be added to the PS code spunit?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
More videos are now up. 3 more are being uploaded tonight alongside the 5 already uploaded today.

http://www.youtube.com/user/shanus19

3 more are still uploading right now, please check again for more!




Very Good Matches:​

Match 3 – Shanus (Falcon) vs Shortline99 (Diddy) Huge Comeback at the end!

Match 4 – Shanus (Falcon) vs Shortline99 (Diddy) Really nice last kill

Good Matches:​

Match 1 – Shanus (Falcon) vs Shortline99 (Diddy)

Match 5 – Shanus (Falcon) vs Shortline99 (Diddy) lol@my first SD


Blowout Matches (usually fun combos)!​

Match 2 – Shanus (Falcon) vs Shortline99 (Diddy)



Important Code Values I Use:
9.5% Hitstun
1.1x Dash speed
1.15x down gravity
11/22/5 Shieldstun
No ASL
Dash Dancing
Hitlag 60%
No Stale Moves
0 Buffer
Lagless Edges
Triple Jump Glitch
Infinite Replay
No Trip
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
I just remembered a (now) genius idea someone either suggested back in the Pokemon Trainer Mod thread or another one. What if you had the option of preventing the Auto-Swap mid battle? Like holding shield (or something) as you got KO'd or before you get re-spawned. Would people like that as an option? Would it even be possible?

Discuss here as to not clog up this thread.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Um. I'm not really sure what your asking, but I don't think so. Just make the window smaller.
In Brawl, you can execute a PS whenever the shield goes up during the PS window, which means if you jump in the air, press and hold shield while still in the air, land (and thus bring out the shield), and someone hits your shield during the PS window, you will automatically PS. In Melee, this was not possible. You couldn't just hold shield and wait for it to automatically come up and expect to PS. You had to manually time the button press if you wanted to PS.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Um. I'm not really sure what your asking, but I don't think so. Just make the window smaller.
For example:

Let fox do his crazy kicks with the A button and roll into the move while holding the shield button. You will PS without meaning too. I wonder if that has to be done in ASM
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
That's just the way Brawl's inputs work. In Melee, the shield command would only try to take effect the moment you inputted it. In Brawl, the shield input is saved, so that so long as you hold the button, it will try to shield every single frame.

I mean, I guess you could make a very roundabout solution if necessary. I don't see what the big hassle is though. It's fox' fault for maintaining his jab when the opponent is not hit by it.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
IMO, if it is not too much trouble, it should definitely be looked into. Part of competitive gameplay is doing what you want to do exactly when you want to do it, and thus minimize the amount of randomness or accidental actions. Auto-PSing lends to accidental advantages, and these should not happen so often.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
For what it's worth, I think the new buffer code is wonky. It works like normal Brawl on 10 (A) but acts like 0 on 1. Not a big deal for me since I prefer 0 but just thought other people should know.
 

MBlaze

Smash Champion
Joined
Jun 11, 2008
Messages
2,236
Location
Copiague, New York
Kupo, OP update please? D:

And I also tried out the codes online. 2 Desynchs out of over 10 matches or so, with the merger so it's good for online I suppose. But the gameplay sucks if you in delay or lag. :p

I advise you, only play in good connections. ;)
 

Garde

Smash Ace
Joined
Jul 5, 2003
Messages
619
Location
SLO, CA
Just curious... How do you guys even tell the difference between 0 and 1 frames of buffer? It's literally 1/60th of a second, which is amazingly strict timing by any fighting game standards (even the most strict timing inputs are typically at least 2 frames).

Also, is it possible for 1 frame buffer time to appear like 0 sometimes due to how NTSC combines frames?
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
That's just the way Brawl's inputs work. In Melee, the shield command would only try to take effect the moment you inputted it.
Then why do shields come out after other actions such as rolling, spotdodging, L-canceling, ect? I think the game checks every frame to see if you're able to shield, and shields on the first frame possible. However, to powershield, the game checks for when you had actually pressed the button, not just for if you're able to shield or not.
 

Garde

Smash Ace
Joined
Jul 5, 2003
Messages
619
Location
SLO, CA
Dark Sonic, you're right about how Melee only power shielded on input and would shield even after holding the button down from doing something else.

However, I think what Almas was trying to say is that the Power Shield function in Brawl checks for whenever your shield goes up, not whenever you input the shield button. I'm not sure if you can change something like that, since the system works fundamentally different.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
Just curious... How do you guys even tell the difference between 0 and 1 frames of buffer? It's literally 1/60th of a second, which is amazingly strict timing by any fighting game standards (even the most strict timing inputs are typically at least 2 frames).

Also, is it possible for 1 frame buffer time to appear like 0 sometimes due to how NTSC combines frames?
In 1 buffer you can perform an instant aerial by pressing jump and attack at almost the exact same time, just like how you auto cancel Ganon's Dair in Brawl. This isn't possible in 0 buffer. Another way to tell is if you do a single SHFFL with a quick attack like Marth's Fair or Fox's Nair then you'll crouch on landing with 1 buffer. You won't on 0.

Melee has 0 frames of buffering but apparently you can still do instant aerials on 1/4 speed. You can't perform an instant aerial in Melee on normal speed the same way that you would on 1 buffer in Brawl+.
 

jmlee337

Smash Journeyman
Joined
May 8, 2008
Messages
303
Slippi.gg
LEE#337
I'm a little confused, is the new Buffer code for use with the PW merger code?
'cause its only one line....
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Awesome videos shanus! Thanks a bunch for posting them.
Glad you enjoyed them, last 3 vids are now up:

[
Channel: http://www.youtube.com/user/shanus19


Very Good Matches:​

Match 3 – Shanus (Falcon) vs Shortline99 (Diddy) Huge Comeback at the end!

Match 4 – Shanus (Falcon) vs Shortline99 (Diddy) Really nice last kill

Match 7 – Shanus (Falcon) vs Shortline99 (Diddy) Ending is very LOL

Match 8 – Shanus (Falcon) vs Shortline99 (Diddy)

Good Matches:​

Match 1 – Shanus (Falcon) vs Shortline99 (Diddy)

Match 5 – Shanus (Falcon) vs Shortline99 (Diddy) lol@my first SD

Match 6 – Shanus (Falcon) vs Shortline99 (Diddy)

Blowout Matches (usually fun combos)!​

Match 2 – Shanus (Falcon) vs Shortline99 (Diddy)



Important Code Values I Use:
9.5% Hitstun
1.1x Dash speed
1.15x down gravity
11/22/5 Shieldstun
No ASL
Dash Dancing
Hitlag 60%
No Stale Moves
0 Buffer
Lagless Edges
Triple Jump Glitch
Infinite Replay
No Trip
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
I'm a little confused, is the new Buffer code for use with the PW merger code?
'cause its only one line....
No. A lot of PW code are horribly inefficient, by converting them into ASM code a lot of line can be saved, more than what the merger code saved.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Code:
PW Merger Code [Phantom Wings, Almas, 90 Lines]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 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
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 40800000
E2000001 00000000
4800100E 0000007C
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 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
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
Buffering, hitstun removed. Spunit, you are one awesome dude. Note: The hitstun value I wrote in the 'constant values' is now unused - you may as well write 01234567 there. As it is it requires the same number of lines to write three things as opposed to four, though. Spunit might be able to move his location for the hitstun constant to save a line if he feels like it, but it's not an extremely simple change so I don't want to fiddle with it.

Wait... Spunit, there's no multiplying involved in that ASM code? Did you miss a step? Or is it not immediately obvious?
 

jmlee337

Smash Journeyman
Joined
May 8, 2008
Messages
303
Slippi.gg
LEE#337
Does this mean we're going to need new constant write code, just for FF, SH and Dash Speed?
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
So we no longer need

Code:
Hitstun [Phantom Wings, 3 Lines]
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000
to go with Almas'

does

Code:
Hitstun/Shorthop Height/Dash Speed/Fastfall Speed [3 Lines]
065A9300 00000010
HITSTUNX SHORTHOP
DASHDASH FASTFALL
need to be fixed? Set HITSTUNX to 000000?

also why is it, without hitstun and buffering, 1 line LONGER than before? I must be missing something. ;3
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
how does that affect the constant overwrite code? I assume we delete the stand alone hitstun code that we don't touch
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
I found the location the game stores the constant at. I'm going to do auto-L cancel next.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Ah, cunning.

The constant portion of spunit's code is the last line:

Hitstun Constant [spunit262]
04B87AA8 XXXXXXXX

Hitstun Modifier [Phantom Wings, spunit262] (8 lines)
C32C93C4 00000007
2C050005 41A0002C
2C050006 41A10024
809E007C 80840038
2C04002A 41A00014
2C040031 41A1000C
38800088 48000008
38800000 00000000

Use the same value as before (~0.49)

Yes, delete the other 3 line code, that's uneccessary now.

The value you set HITSTUNX to now is completely trivial, as the game won't read from it at all. However - writing to 3 lines requires the same amount of code as writing to 4 lines, so as it is I don't feel the need to rewrite it to make it prettier for you.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Im starting to like ASM lol

Almas, so you are saying that we can split the hitstun into two things for easy access??
 

jmlee337

Smash Journeyman
Joined
May 8, 2008
Messages
303
Slippi.gg
LEE#337
Kupo, how is the CSS set up in your Brawl+ codeset file?
(as far as PT and Zelda/Shiek + Samus/ZSS go)
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
So hitstun has been removed from the merger code and is to be replaced by the new 9 line code in the second post?
Yes. More lines are saved this way, with more to be saved later on, as apparently many of PW's codes sport unnecessary amounts of, well, pork.

Not that I'm speaking bad of PW. I'm grateful for his efforts, but if his work can be further streamlined to make way for even more improvements, why not?
 

GameSystem

Smash Journeyman
Joined
Jan 1, 2008
Messages
314
Kupo said the new hitstun code is incomplete because you can AD early out of hitstun. There was a similar problem like the the first few betas of the original hitstun code. For now just use the old merger code.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Awww, son of a... that's probably what the rest of PW's code does: prevent you from canceling the hitstun early.
 
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