• Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!

    You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!

COMPETITIVE Brawl+: Code Agenda

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
I think that's because people are abandoning the dash speed increase code :-P.
Probably because hardly anyone saw dash speeds as too slow before Brawl+. It's just code space that could be used for more important things like fixing grab releases or jab/icicle/laser locks.

Has anyone even successfully combined multiple codes while shaving off repeated lines yet?
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
It's just code space that could be used for more important things like fixing grab releases or jab/icicle/laser locks.
Umm... A LOT of people complained about Brawl being too slow and stopped playing because of that. The dash speed increase speeds up the game quite a bit. Also, it's ONE LINE OF CODE. Big whoop.
Olimars pikmin don't speed up with him is the only problem.
It didn't seem to affect my friend's performance today with him. He was still able to toss them and camp like a ***** just fine. He wasn't running around too much though. I'll play around with him a bit and see if that is actually a "problem."

I'm also going to drop the dash speed down to 117% and see how it goes. Too many characters can **** tech rolls and stuff too much. This should also lessen the problems with Olimar a lil.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
@leafgreen: Is it really necessary to have Zelda and Sheik as separate character slots? They can't be separated(well, I'm sure they CAN be, but what's the point) unlike P.Trainer (where its actually useful).
Well, you can go straight to the character without having to click on sheik to change to her. Plus, it looks better imo with the way the characters are aligned. Also, that one was for if MK were to be banned, and we'd end up having an extra spot left over. If you'll notice, in all the others I have zelda/sheik as one character.
 

Zilactic

Smash Cadet
Joined
Jan 11, 2009
Messages
47
Location
San Diego, CA
wow the new shield stun code works wonders. props to whoever made that code.

so are we in a consensus that we are going to be using a 1.05 up gravity coupled with 1.1 down gravity?

i'd like some revisions/critic/advice on what to add/delete on my code list if anyones willing to give it

no tripping - (2 lines)
ALC - (32 lines) [34]
hitstun 10% - (34 lines) [68]
ASL - (45 lines) [113]
triple jump fix - (26 lines) [139]
Dash Dancing - (5 lines) [144]
1.05 up/1.1 down gravity - (2 lines) [146]
0/1 frame buffer - (23 lines) [169]
60% hitlag division - (5 lines) [174]
Shield Gain .05 - (1 line) 175
11/22/5 Shield Stun - (10 lines) [185]
.98SH/1.2 FF - (9 lines) [194]
Dash Canceling - (27 lines) [221]
Lagless Edges v1 - (24 lines) [245]

oh btw, has anyone tried the dash speed code? i wanna know what value feels good.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
so are we in a consensus that we are going to be using a 1.05 up gravity coupled with 1.1 down gravity?
I didn't know that people were using up gravity cause of the recovery nerfs. I wouldn't mind it too much as long as the nerf is slight, cause upgravity made stuff a lot less floaty.
oh btw, has anyone tried the dash speed code? i wanna know what value feels good.
1.2 was awesome fun, but I'm going to start testing 1.17. I think 1.2 is a good jump off point for people to test.

@cAm8000
I'll email it to you, just PM me your email address. Whenever I work out the kinks with the current codes I'll upload it somewhere.
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
do you guys have any idea why the independent pokemon code doesn't work online?

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
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
Yea. 1.2 is a good starting point for the dash speed. Wouldn't go any higher than that. But a x2 modifier would be glorious if it just affected Sonic while leaving everyone else on 1.2, or whatever.

@Jiang: If other players dont have the code active, they're game expects the next Pokemon to get spawned. Your game says one thing, their game says another, so no pokemon gets spawned. It works the same way with saved replays too.

Not sure if it works if both sides have the same codes.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Probably because hardly anyone saw dash speeds as too slow before Brawl+. It's just code space that could be used for more important things like fixing grab releases or jab/icicle/laser locks.
I love the dash speed code! It adds so much more speed and possibilities to the game. I tend to think that a overall change code is much more important. Locks like jab/icicle/lazer locks can easily have limits on them in the tourney rule sets and save code space for something we can fix with rules.
 

Zilactic

Smash Cadet
Joined
Jan 11, 2009
Messages
47
Location
San Diego, CA
I didn't know that people were using up gravity cause of the recovery nerfs. I wouldn't mind it too much as long as the nerf is slight, cause upgravity made stuff a lot less floaty.
yeah you will hardly notice any huge game breaking nerf.
the only ones i have come across (and they can hardly be called game breaking) are

1. sonic's up-b - its not that different, i hardly noticed it until i accidentally took the up grav off
2. wario's side-b -> up-b - you just gotta be smarter with your bike

and pretty much every recovery thats almost completly vertical has a very slight nerf but again its something you can easily deal with timing, spacing and most of all practice.



if i try out the dash speed at 1.15, you think i should lower the hitstun to 9-9.5% or maybe lower?
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
Locks like jab/icicle/lazer locks can easily have limits on them in the tourney rule sets and save code space for something we can fix with rules.
This is true. Also, the jab/icicle/laser locks are only "bad" on stages with walls. In the tournament scene, we wouldn't even think it's broken then, cause if you miss the tech or whatever and land into it then it's your own fault. Wobbling was in Melee, and most people didn't ban it. It shouldn't have been banned, as it's not broken. This is much less effective and situational than Wobbling, so I don't see why we should focus so much time on it.

Things that should be fixed are stuff like grab release stuff. I know others were working on that. Was there a code everyone agreed upon or is it still up in the air?
if i try out the dash speed at 1.15, you think i should lower the hitstun to 9-9.5% or maybe lower?
I use 8.5% hitstun on my set and it's good to go. Cause of the dash increase it feels more like Melee's stun. Before when i was using 10% without the down grav, dash speed, and buffering it felt like everyone could break out of everything. Now when things are faster paced and you actually have to TIME things instead of having free frame perfect attacks then hitstun isn't as important to combo.
 

Jiangjunizzy

Smash Lord
Joined
Nov 9, 2006
Messages
1,188
Location
irvine, CA
Yea. 1.2 is a good starting point for the dash speed. Wouldn't go any higher than that. But a x2 modifier would be glorious if it just affected Sonic while leaving everyone else on 1.2, or whatever.

@Jiang: If other players dont have the code active, they're game expects the next Pokemon to get spawned. Your game says one thing, their game says another, so no pokemon gets spawned. It works the same way with saved replays too.

Not sure if it works if both sides have the same codes.
i know this. however, both of us had the same gct, and for whatever reason, i didnt have an independent pokemon selected.

btw, i think our code limit may be around 245-250.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
Sorry I'm not that good at this so I'm just going to ask.

How do I use the codes? (currently I'm just using a premade codeset that my friend set me, but I don't know how to add new codes to the code manager).

And how would I edit the actual dash speed/hitstun/ect. values (like if I want a 120% dash speed increase, what would I do?)
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
Ah wait, I described the wrong code, I described the No Swap code.

Basically it reloads between the waiting room and the match. So while you'll have Indy PKMN at the waiting room, it effectively resets that between the waiting room and the match itself.

Somebody may have to tweak the code so you can hold shield at the waiting room as well?
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Until we get a code that exempts certain characters from upgrav, I don't think we should use it. It wrecks ganon's thunderstorming (speaking of which, THIS IS WHAT IT IS ACTUALLY CALLED! NOT THUNDERSTOMPING!) and I really don't think we should be taking away stuff like that that characters could already do.

@jiang: yeah, I wasn't able to get a code set to load with 251 lines, but I was able to get one to load with 249

@dark sonic: after you have opened the txt file in the code manager, you can click the button below the window that says "add code/category/comment." Type in the name you want to give the code (I'd recommend adding the number of lines to this as well), then you just paste the code into the box. You can add a note at the bottom if you want, as well. I usually just click to another code at this point, which is when it asks you if you want to store the changes; click yes. You can turn codes on and off by checking and unchecking them. When you want to save your txt file, go to file -> store txt file, and save it somewhere convenient (I keep mine in the same folder as the code manager). After that, when you want to load the gct file onto your sd card, just hit the big button at the bottom that says "export to gct," and choose the codes folder on your sd card as the export location.

If you want to modify the values on codes already there, you can check the first couple posts of this thread for what values modify what. If the code requires floating point, you can use a decimal to floating point converter (such as this one). Most values in the game have a default of 1. If the default is not 1, it is usually listed by the code (ie. the hitstun code has a default of .4).
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Mookie, whats your current codeset like in total? I have yet to play with dash speed increase and a few other codes as I can't make my own gct, so I'm willing to try out some radically different sets than kupos. If that's cool, could I PM you my email address as well?

Have you updated your shieldstun with the new values determined earlier on yet too? Its awesome now.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
Until we get a code that exempts certain characters from upgrav, I don't think we should use it. It wrecks ganon's thunderstorming (speaking of which, THIS IS WHAT IT IS ACTUALLY CALLED! NOT THUNDERSTOMPING!) and I really don't think we should be taking away stuff like that that characters could already do.
I agree with this. Some characters need it but it hurts others. This will actually make floaty characters and fast fall characters. That would be SWEET.
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky
wow mookie. I've played a few games with the dash speed code and i must say, it's amazing. Brawl+ is just so much of a better game.

What codes did you have on for your gct?
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
This is my current code list:
Code:
RSBE01
Smash Bros Brawl (US)

Dash Dancing (5 Lines)
* C271F474 00000004
* 81830058 2C0C000E
* 4182000C C0230040
* 48000008 FC20D090
* 60000000 00000000

Lagless Ledges (24 Lines)
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 00000014
* 58010000 0000007C
* 30000038 00000074
* 86000002 00000040
* 86910002 40800000
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

No Tripping (2 Lines)
* 0481CB34 C0220020
* 045A9340 00000000

Infinite Replay (3 Lines)
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

8.5% Hit Stun (33 Lines)
* 42000000 80000000
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 32000000 0000001C
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 00000070
* 58010000 0000007C
* 34000038 00000042
* 36000038 00000049
* 4A001002 00000000
* 58010000 00000024
* 58010000 0000000C
* 1400001C 00000088
* 14000018 00000088
* E2000002 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000
* 045A9300 41080000
* C276CCD4 00000002
* C022FFE0 EF7C0072
* 60000000 00000000

Auto L-cancel (32 Lines)
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 0000007C
* 92210003 00000014
* 58010000 000000C4
* 92210004 00000010
* 4A000000 805A0100
* 92210005 00000000
* 88A00004 00000005
* 4A001002 00000000
* 30000036 00000018
* 4A001003 00000000
* 92210005 00000040
* 88900005 00000004
* 94210005 00000040
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Dash Cancel (27 Lines)
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 00000014
* 92210003 00000068
* 58010000 0000007C
* 30000038 00000005
* 4A001003 00000000
* 3400003C BF266666
* 4A001002 00000000
* 14000040 4F000000
* E2000002 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Downwards Gravity 1.25% (1 Line)
* 04641524 3FA00000

No Auto Sweetspot (45 Lines)
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 32000000 0000000F
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 0000007C
* 92210003 00000018
* 58010000 0000007C
* 58010000 0000002C
* 92210004 00000004
* 4A001002 00000000
* C078172C 0000000B
* 9421FF80 BC410008
* 3C808000 60841808
* 80A40008 80C4000C
* 80E40010 C0060010
* C026001C FC000840
* 40810014 890700D4
* 7108007F 990700D4
* 4800000C 890700D5
* 990700D4 B8410008
* 38210080 4E800020
* 60000000 00000000
* 34000038 00000111
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000
* C278172C 00000002
* 98030001 80010014
* 60000000 00000000
* C27816E0 00000002
* 98030001 80010014
* 60000000 00000000

No Frame Buffer (23 Lines)
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 58010000 00000068
* 30000154 00000009
* 1400015C 00000000
* 14000150 00000000
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Stage Freeze/Reverse Picto, Castle Siege/Warioware, PS2, Norfair, Pirate Ship (11 Lines)
* 4A000000 90000000
* 1416A904 00000000
* 22623090 00000024
* 22623090 00000019
* 1416A904 BF800000
* 22623090 00000009
* 22623090 0000000B
* 22623090 00000014
* 22623090 0000001C
* 1416A904 3F800000
* E0000000 80008000

Hold L for Independent Pokemon (16 Lines)
* 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

Hitlag Modifier (Divided by two add 1) (7 Lines)
* C2771EC0 00000006
* 39C0000A 2C040001
* 41800014 1C840005
* 7C8473D6 38840001
* 48000008 38800001
* 90830010 60000000
* 60000000 00000000

New Shield Stun 2.5/5) (12 Lines)
* C28753EC 00000007
* 40200000 4800000D
* 40400000 40A00000
* 839F007C A39C0006
* 2C1C001A 41820014
* 7F8802A6 C03C0000
* C05C0004 FC2117FA
* FC00081E 00000000
* C277F78C 00000003
* 2C1C001D 41820008
* B39E0006 2C1CFFFF
* 60000000 00000000

No Stale Moves (1 Line)
* 02FC0988 00130000

Shield Stun 3 (11 Lines)
C28753EC 00000006
48000009 40400000
FC20F890 839F007C
A39C0006 2C1C001A
41820010 7F8802A6
C03C0000 FC2107F2
FC00081E 00000000
C277F78C 00000002
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000

Short hop/Dash 120%/Fastfall 110% (12 Lines)
* 045A930C 3F8CCCCC
* 045A9304 3F800000
* 045A9308 3F999999
* C285765C 00000008
* 3FC0805A 3BDE7304
* 2C002F20 4082000C
* C3FE2000 EC3F0072
* 2C002F00 4082000C
* C3FE2004 EC3F0072
* 2C002F5C 4082000C
* C3FE2008 EC3F0072
* 4E800020 00000000
@WeirdoZ
To speed things up you go up, make it floaty, down. I don't use the upgrav code, although i might try 1.05 soon.
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky
I love everything about your codeset mookie except that you cant fast fall a downair off stage or you will die lol I figured this out with kirby when i plunged to my death a few times on forgettin.
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
I know how the upgrav codes work. I was just asking which one affects Ganon's thunderstorming, less upgrav, or more upgrav.

Upgrav should technically affect the shorthop code as well, either adding to it, or subtracting from it. It could just be the combination of higher upgrav and less shorthop thats affecting Ganon's thunderstorming.
 

Starscream

Smash Ace
Joined
Oct 22, 2006
Messages
636
Location
Burnaby, BC
Umm... A LOT of people complained about Brawl being too slow and stopped playing because of that. The dash speed increase speeds up the game quite a bit. Also, it's ONE LINE OF CODE. Big whoop.
I thought Brawl was slow because of the floatiness, the hitlag, no combos so people lived till forever, no l-canceling so attacks have huge aerial lag, the campiness that made matches drag on. I don't think I ever heard people say that characters don't run fast enough. Hey, guess you learn something each day.

If it's one line then that's good but I still don't think it's necessary. I'll try it later, maybe I'll be converted.

If people want speed then why are so many using such low gravity values?
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
It's unrealistic to think we can preserve Ganon's thunderstomp auto-cancel. Some only barely exist in a very controlled enviornment. They are affected by almost everything if it's not one thing it'll be the next three.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
THe first couple of posts don't explain how to use the dash speed mod.:(
It's a multiplier, basically, stored in floating point. If you want to have a dash speed of 1.1x, throw that in on the decimal to hex converter (it comes out as 3F8CCCCD btw) and then plug in the new value into where the placeholder values are on the dash speed code.

zxeon said:
It's unrealistic to think we can preserve Ganon's thunderstomp auto-cancel. Some only barely exist in a very controlled enviornment. They are affected by almost everything if it's not one thing it'll be the next three.
Ganon's thunderstorming can be preserved as long as he isn't affected by 1) upward gravity or 2) shorter short hops. Those are the only two things that have come up that would conflict with autocanceling (besides the buffer which I think should be kept at a value above zero regardless if possible). If we implement higher upgrav, then shorter short hops won't even be necessary, so it's just a matter of exempting him and others who have similar problems from the code.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
So I've been reading the feedback so far and it's looking like everyone is enjoying the 11/22/5 shieldstun values I tested.

Great!

Those values are working well even with gravity codes, hitlag, and all that?

Is there anyone that's found it to be a bad value? Too much, too little? Let me know so I know what direction I should be testing next, or if I should still be testing it at all.

I still like the 1 Line shieldstun code the most, it's codespace friendly, it actually does not change the stuntimer from shielding, instead it only pushes shielders away, I like that.
I tried the latest value posted here with the v2 shieldstun code, and it felt basically the same as my 1 Line value, only that you won't get out of the shield immediatly after blocking, did anybody menton before that this is actually a bad thing for Marth's f.B or Links double f.smash? because if the enemy blocks the first hit, he automatically blocks the following hits.
Have you tried the new values I posted some pages back with the 10-line code?

Link's Fsmash does not cause enough shieldstun on the first hit to make the second hit guaranteed. In every attempt of mine, I was able to shield the first hit and dodge the second hit.

Marth's SideB is the same. It does not cause enough shieldstun to be undodgeable under most circumstances. Even when the attacker is really fast on their fingers and does actually manage to keep the shieldstun until all 4 hits have connected, the last hit does not make enough shieldstun for the Marth to follow up with anything. It'll almost always end in the Marth getting shieldgrabbed after the 4th hit since it also doesn't cause much push.
This is fine since that move is supposed to be a combo move and thus should not be safe on shield. And it's definitely not.

So try the values I posted above. The huge slide on the one-line code makes it impossible to shield pressure, and shield pressuring is a tactic that's been around since Smash64 and it's one of the most fun aspects of Brawl.

Here's the post with the code: http://www.smashboards.com/showpost.php?p=6362668&postcount=3319

This is true. Also, the jab/icicle/laser locks are only "bad" on stages with walls. In the tournament scene, we wouldn't even think it's broken then, cause if you miss the tech or whatever and land into it then it's your own fault. Wobbling was in Melee, and most people didn't ban it. It shouldn't have been banned, as it's not broken. This is much less effective and situational than Wobbling, so I don't see why we should focus so much time on it.
For me it's just the fact that the hitstun code (at least at 10%) completely gets rid of chaingrabs from Dedede and Falco, thus making the jab/laser/icicle locks the only things really making stages like Mario Circuit bannable.

The punishment for missing a tech should not be guaranteed death in those stages.
The punishment for missing a tech should not be humongous damage because of reduced decay in Brawl+.

The punishment for missing an L-cancel or a tech in Melee were never that severe, and if they were, they were never that easy to pull off compared to the no skill these locks require.

This is too severe a punishment with too little effort from the attacker.

The argument that "if you miss a tech it's your fault" has been used over and over to defend this ridiculously flawed phenomenon and I really wish people would stop, because it is not a good argument at all.

If nothing at all, banning/fixing the jab/laser/icicle locks would allow us to make more stages be viable CP's. Like Mario Circuit and a frozen Flat Zone 2.

Ice Climbers notwithstanding...
 

WeirdoZ Inc.

Smash Apprentice
Joined
Nov 14, 2008
Messages
165
Location
Melbourne, Australia
I'm sure people don't care, but here's my codeset. Rate/try/whatever:

Code:
RSBE01
Super Smash Bros. Brawl (NTSC-US)

No Tripping
* 0481CB34 C0220020
* 045A9340 00000000

Allow Replays Longer Than Three Minutes
* 040E5DE8 60000000
* 04953184 60000000
* 04953224 60000000

Unrestricted Pause Camera
* 040A7D60 4E800020
* 04109D88 38800001

Hold L for Level Freeze [Almas]
* 215E25D8 00000000
* 8000000F 3F800000
* 284DE4B0 000001C0
* 8000000F 00000000
* E2000002 80008000
* 8420000F 9016A904

Upwards/Downwards Gravity Modifier [paprika_killer original, Almas port NTSC-U]
* 04641520 3F733333
* 04641524 3FA66666
0.95 up
1.3 down

Hitstun 2.0 [Phantom Wings]
* 42000000 80000000
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 32000000 0000001C
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 00000070
* 58010000 0000007C
* 34000038 00000042
* 36000038 00000049
* 4A001002 00000000
* 58010000 00000024
* 58010000 0000000C
* 1400001C 00000088
* 14000018 00000088
* E2000002 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000
* 045A9300 3EF5C28F
* C276CCD4 00000002
* C022FFE0 EF7C0072
* 60000000 00000000
+8% (.48)

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

1/2 power stale system [spunit262]
* 06FC0988 00000028
* 3D4CCCCD 3D4CCCCD
* 3D23D70A 3D23D70A
* 3CF5C28F 3CF5C28F
* 3CA3D70A 3CA3D70A
* 3C23D70A 3C23D70A

Buffer Modifier [Phantom Wings]
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 58010000 00000068
* 30000154 00000009
* 1400015C 00000001
* 14000150 00000001
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000
1 frame

Lagless Ledges
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 00000014
* 58010000 0000007C
* 30000038 00000074
* 86000002 00000040
* 86910002 40000000
* E2000001 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Dash Cancel [Phantom Wings]
* 80000000 80623320
* 80000001 00000000
* 60000006 00000000
* 60000003 00000001
* 4A001000 00000000
* 4A101001 00000000
* 36000000 00000032
* 58010000 00000004
* DE000000 80008180
* 58010000 00000060
* DE000000 80008180
* 92210002 00000014
* 92210003 00000068
* 58010000 0000007C
* 30000038 00000005
* 4A001003 00000000
* 3400003C BF266666
* 4A001002 00000000
* 14000040 4F000000
* E2000002 00000000
* 80100001 00000008
* 62000000 00000001
* E200000F 00000000
* 80000001 00000000
* 80100000 00000244
* 62000000 00000000
* E0000000 80008000

Dash Dancing [Phantom Wings]
* C271F474 00000004
* 81830058 2C0C000E
* 4182000C C0230040
* 48000008 FC20D090
* 60000000 00000000

Hitlag Modifier v2 [Phantom Wings/Almas]
* C2771EC0 00000004
* 39C0000A 2C040003
* 4180000C 1C840005
* 7C8473D6 90830010
* 60000000 00000000
Values >2 are halved

Fast-Fall/Short-Hop/Dash Speed Multiplier [Almas]
* 045A930C 3F8CCCCD
* 045A9304 3F666666
* 045A9308 3F99999A
* C285765C 00000008
* 3FC0805A 3BDE7304
* 2C002F20 4082000C
* C3FE2000 EC3F0072
* 2C002F00 4082000C
* C3FE2004 EC3F0072
* 2C002F5C 4082000C
* C3FE2008 EC3F0072
* 4E800020 00000000
1.1 Fastfall
0.9 Shorthop
1.2 Dash

New Shield Stun
C28753EC 00000007
FC20F890 4800000D
40400000 40A00000
839F007C A39C0006
2C1C001A 41820014
7F8802A6 C03C0000
C05C0004 FC2117FA
FC00081E 00000000
C277F78C 00000003
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000
3/5

Shield Stun 2.0 [spunit262]
* C28753FC 00000005
* 83810034 809F007C
* A0840006 2C04001A
* 41820014 1F9C000B
* 3B9C0016 38800005
* 7F9C23D6 00000000
* C277F78C 00000003
* 2C1C001D 41820008
* B39E0006 2C1CFFFF
* 60000000 00000000
11/22/5

-----Optional Codes-----

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

Auto L Canceling [Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
92210003 00000014
58010000 000000C4
92210004 00000010
4A000000 805A0100
92210005 00000000
88A00004 00000005
4A001002 00000000
30000036 00000018
4A001003 00000000
92210005 00000040
88900005 00000004
94210005 00000040
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

No Auto Sweetspotting(v1.0) [Phantom Wings]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
32000000 0000000F
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
92210003 00000018
58010000 0000007C
58010000 0000002C
92210004 00000004
4A001002 00000000
C078172C 0000000B
9421FF80 BC410008
3C808000 60841808
80A40008 80C4000C
80E40010 C0060010
C026001C FC000840
40810014 890700D4
7108007F 990700D4
4800000C 890700D5
990700D4 B8410008
38210080 4E800020
60000000 00000000
34000038 00000111
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
C278172C 00000002
98030001 80010014
60000000 00000000
C27816E0 00000002
98030001 80010014
60000000 00000000

Shadic's CSS + Zelda Icon [spunit262]
0668310C 00000040
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800020 2C050029
40A10008 38A00028
94A30004 3B7B0001
2C1B0032 4180FFDC
48000028 60000000
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 00000028
00010207 11030617
0823091A 24132104
160A1D20 0D050E25
180B1F27 1E220C15
0F141019 12261C29
046900E8 60000000
That's the way I like it at the moment, and the game feels pretty great to me. Also, don't comment about the lack of ALC, No Auto Sweetspot, etc. in my *'d codeset. I'm completely indifferent to them since I'm not a competitive player. They're in my txt at least, so I can turn them on if necessary.

Though they're not in the optional section, stuff like "unrestricted pause camera" and "L to freeze stages" are just stuff I like on. Some may disagree and will probably turn them off for bigger codes.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
It's a multiplier, basically, stored in floating point. If you want to have a dash speed of 1.1x, throw that in on the decimal to hex converter (it comes out as 3F8CCCCD btw) and then plug in the new value into where the placeholder values are on the dash speed code.
Okay, which values are the place holder values (it doesn't say in the OP.) Would it be the DASHDASH part?
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
^^So if I want to use the code, I'd have to replace the other place holders right (FASTFALL and SHORTHOP?) Would I just replace them with the hexidecimal equivalent of "1" if I don't want to change anything?
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
I made a mistake on this post. I meant to write
It's unrealistic to think we can preserve Ganon's thunderstomp auto-cancel and the like. Some only barely exist in a very controlled enviornment. They are affected by almost everything if it's not one thing it'll be the next three.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
I knew what you meant. Which is why I said:
me said:
Ganon's thunderstorming can be preserved as long as he isn't affected by 1) upward gravity or 2) shorter short hops. Those are the only two things that have come up that would conflict with autocanceling (besides the buffer which I think should be kept at a value above zero regardless if possible). If we implement higher upgrav, then shorter short hops won't even be necessary, so it's just a matter of exempting him and others who have similar problems from the code.
@dark sonic: Yes.
 
Top Bottom