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COMPETITIVE Brawl+: Code Agenda

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Isn't 2.75/ (it doesn't matter what you put in the second value because it doesn't do anything) the best value so far because people haven't reported the Perfect shield glitch with it?
Dunno, but I'll keep an eye out for it.

BTW I just want to congratulate everyone on a job well done so far. I've never been a part of something that involved this many people putting there heads together towards a common goal!
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
I've decided to wait on hitstun/SS until all this is figured out. I'm so confused on these codes lol. Sure enjoying the DD still, so I'm sure I'll be content for a while hahhaha.
I'm with you 100%

I am so darn confused. I have no idea what hitlag code to use, what values. If someone could state the best values found this far-- rather, could someone post the entire code with the values intact? Also, the same can be said for the shield stun code. I haven't tried the newer one, but does it remove the sliding? Also, I have NO IDEA what values to use for this code either, so again can someone hook me up with a code. Thanks for the help every1!

You guys seriously amaze me, lately, this thread is like a math class. I'm thankful that you guys are working so hard to work through things and iron everything out. If I was better at math, I'd contribute.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
5 hours of sleep later...

Here is a line conserving form of divide by 2/add 1. I realised before I fell asleep that the breakpoint lines are ultimately uneccessary if you have an add in place.

Code:
Hitlag Reduction [Phantom Wings, Almas, 4 Lines]
C2771EC0 00000003
39C00002 7C8473D6
38840001 90830010
60000000 00000000
1->1
2->2
3->2
4->3
5->3
6->4
7->4

etc. etc.
EDIT: I know I'm going to get asked, so I'll save some effort.

Code:
C2771EC0 00000003
39C0000[COLOR="Blue"]2[/COLOR] 1C84000[COLOR="Red"]2[/COLOR]
7C8473D6 3884000[COLOR="Yellow"]1[/COLOR]
90830010 00000000
Multiply
Divide
Add

The values can be bigger than 16 if you really want them to be, just whack it into the digit to their left. For clarification - add must be atleast 1 to prevent glitches.

I believe I've earned the right to spam my videos again:

Kais (MK) and Almas (Fox) vs Phear (G&W) and Halo (Toony) 6
Kais (MK) and Almas (Fox) vs Phear (G&W) and Halo (Marth) 5
Kais (Fox) and Almas (ROB) vs Phear (G&W) and Halo (Toony) 4
Kais (Kirby) and Almas (Jigglypuff) vs Phear (Marth) and Halo (Marth) 3
Kais (Fox) and Almas (Jigglypuff) vs Phear (Marth) and Halo (Toony) 2
Kais (Fox) and Almas (ROB) vs Phear (G&W) and Halo (Toony) 1

Almas (ROB) and Halo (Toony) vs Phear (G&W) and Kais (Kirby) 4
Almas (Zelda) and Halo (Marth) vs Phear (G&W) and Kais (Fox) 3
Almas (Fox) and Halo (Toony) vs Phear (G&W) and Kais (Fox) 2
Almas (ROB) and Halo (Toony) vs Phear (G&W) and Kais (Falco) 1

Almas (ROB) and Phear (G&W) vs Halo (Toony) and Kais (MK) 5
Almas (Jigglypuff) and Phear (G&W) vs Halo (Toony) and Kais (Fox) 4
Almas (Zelda) and Phear (G&W) vs Halo (Ike) and Kais (Fox) 3
Almas (Zelda) and Phear (G&W) vs Halo (Ike) and Kais (Fox) 2
Almas (Zelda) and Phear (G&W) vs Halo (Ike) and Kais (Fox) 1

Almas (ROB) vs Halo (Toony) 3
Almas (ROB) vs Halo (Toony) 2
Almas (Zelda) vs Halo (Toony) 1

Almas (Jigglypuff) vs Phear (G&W) 3
Almas (ROB) vs Phear (G&W) 2
Almas (Zelda) vs Phear (G&W) 1

Phear (DK) vs Halo (Toony) 1
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
GPDP, what setting was your code you gave me? Cut in half and how many added?
Kupo, can you redo your codeset with shieldstun set at 2.75/2 instead of 4/2? Or is the 2.75/4 the corrected version that has a lot less stun to it?


edit: nm, didnt see this last page of posts




btw Almas, killer job
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
I found a pretty cool combo video that hasn't been posted on Smashboards at all.

http://www.youtube.com/watch?v=u_TqEwHLvS4

It's a Marth Brawl+ combo video, however... he uses MAD. But, he DOES use hitstun however, he didn't say what percent. I also noticed he uses ALC but, besides those three codes I don't know what else he used. It's a pretty slick combo video, check it out.

Edit: spunit posted some new shield codes and I believe a new shield stun code so it doesn't affect power shielding.

Code:
Shield Reset [spunit262]
04B88458 XXXXXXXX
Default 41f00000 (30)

Shield Loss [spunit262]
04B88450 XXXXXXXX
Default 3E8F5C29 (0.28)

Shield Gain [spunit262]
04B88454 XXXXXXXX
Default 3D8F5C29 (0.07)

Shield damage ratio [spunit262]
04B8847C XXXXXXXX
Default 3E99999A (0.3)
attack_damag*(1-X)=shield_damage

Shield Stun 7 [spunit262]
C28753EC 00000005
83810034 809F007C
A0840006 2C04001A
41820018 1F9CXXXX
3880YYYY 7F9C23D6
3B9CZZZZ 00000000
C277F78C 00000003
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000
Uses data from Phantom Wings Action Replacement to prevent it from affecting Power Shielding.
The old_frames_stuned*X/Y+Z=new_frames_stuned
Don't know how much the shield codes will help but, I believe people wanted to control shield negation ... or something. Just some stuff try out I guess.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
I found a pretty cool combo video that hasn't been posted on Smashboards at all.

http://www.youtube.com/watch?v=u_TqEwHLvS4

It's a Marth Brawl+ combo video, however... he uses MAD. But, he DOES use hitstun however, he didn't say what percent. I also noticed he uses ALC but, besides those three codes I don't know what else he used. It's a pretty slick combo video, check it out.

Edit: spunit posted some new shield codes and I believe a new shield stun code so it doesn't affect power shielding.

Code:
Shield Reset [spunit262]
04B88458 XXXXXXXX
Default 41f00000 (30)

Shield Loss [spunit262]
04B88450 XXXXXXXX
Default 3E8F5C29 (0.28)

Shield Gain [spunit262]
04B88454 XXXXXXXX
Default 3D8F5C29 (0.07)

Shield damage ratio [spunit262]
04B8847C XXXXXXXX
Default 3E99999A (0.3)
attack_damag*(1-X)=shield_damage

Shield Stun 7 [spunit262]
C28753EC 00000005
83810034 809F007C
A0840006 2C04001A
41820018 1F9CXXXX
3880YYYY 7F9C23D6
3B9CZZZZ 00000000
C277F78C 00000003
2C1C001D 41820008
B39E0006 2C1CFFFF
60000000 00000000
Uses data from Phantom Wings Action Replacement to prevent it from affecting Power Shielding.
The old_frames_stuned*X/Y+Z=new_frames_stuned
Don't know how much the shield codes will help but, I believe people wanted to control shield negation ... or something. Just some stuff try out I guess.
No, the new shield stun just fixes some miner glitches and I used a different method saving 2 lines (the values are now integers instead of floats). The note about Power Shielding is just a credit.
 

Witchking_of_Angmar

Smash Lord
Joined
Jun 5, 2007
Messages
1,846
Location
Slowly starting to enjoy my mothertongue again. :)
I have a question: What does everybody have agains MAD except for the fact that it takes up ridiculous amounts of space? Wavedashing/landing give you HUGE amounts of mobility opening crazy options. If you're juggling somebody, they have to think when they will airdodge or they will get punished. Not so with BAD; just airdodge right ahead, it's nearly impossible to punish you.

In my opinion MAD is far superior to BAD except for its length.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
I have a question: What does everybody have agains MAD except for the fact that it takes up ridiculous amounts of space? Wavedashing/landing give you HUGE amounts of mobility opening crazy options. If you're juggling somebody, they have to think when they will airdodge or they will get punished. Not so with BAD; just airdodge right ahead, it's nearly impossible to punish you.

In my opinion MAD is far superior to BAD except for its length.
1. It can stack in Brawl+ (though I've heard 0 buffer fixes this)
2. You can't air dodge ridiculous projectiles like Din's Fire and if you do it's really risky.
3. It's long in lines and thus wouldn't be able to fit in the end.

You missed the HUGE debate about it in a thread dedicated to it, you should try and search for it to see the lonnnnngggg argument.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
What does shield 'reset' do? I'm guessing the other two are rates of gain/loss of the shield?

Thanks for the codes.
 

Witchking_of_Angmar

Smash Lord
Joined
Jun 5, 2007
Messages
1,846
Location
Slowly starting to enjoy my mothertongue again. :)
1. It can stack in Brawl+ (though I've heard 0 buffer fixes this)
2. You can't air dodge ridiculous projectiles like Din's Fire and if you do it's really risky.
3. It's long in lines and thus wouldn't be able to fit in the end.

You missed the HUGE debate about it in a thread dedicated to it, you should try and search for it to see the lonnnnngggg argument.
All right then, I'll resist the urge to argue the **** out of this because I'm very convinced of MAD except for its length. Whatever. *shrug*
 

KayJay

Smash Ace
Joined
Apr 19, 2008
Messages
530
Location
Austria
NNID
KayJay84
3DS FC
1848-1677-7521
All right then, I'll resist the urge to argue the **** out of this because I'm very convinced of MAD except for its length. Whatever. *shrug*
Dash Dance + Crouch Cancel gives you enough spacing options without looking ********.
Simple, oh and yes MAD does take way too much codespace.
 

Witchking_of_Angmar

Smash Lord
Joined
Jun 5, 2007
Messages
1,846
Location
Slowly starting to enjoy my mothertongue again. :)
Dash Dance + Crouch Cancel gives you enough spacing options without looking ********.
Simple, oh and yes MAD does take way too much codespace.
You can't convince me. Hence the "whatever. *shrug*" in my last post. I'd argue back, but that wouldn't be related to this thread at all and major spam. We could talk on AIM though. What's your name? Mine is BlessingOfVarda. Just add me if you wanna talk.

EDIT: wtf you're from Austria, GO TO THE GERMAN BOARDS NOW.
 

Johnnyboy

Smash Journeyman
Joined
Jul 9, 2004
Messages
211
Location
Rotterdam, the Netherlands, Europe, Earth
Regarding the "no auto-sweetspot" code:

It seems there is a "glitch" with certain characters who have a hitbox out during an up-b.
For example, When Marth is near an edge when he uses his up-b and hits an opponent, he will instantly snap to the ledge without finishing his up-b animation.

Link, Toon Link, DK and, I believe Samus and Charizard, have the same problem.
The Space animals don't seem to be affected by it.

Someone might want to check this out.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Kupo, you missed:

Code:
Hitlag Modifier [Phantom Wings/Almas, 4 lines]
C2771EC0 00000003
39C0000[COLOR="Blue"]2[/COLOR] 1C84000[COLOR="Red"]2[/COLOR]
7C8473D6 3884000[COLOR="Yellow"]1[/COLOR]
90830010 00000000
Multiply
Divide
Add

Make sure add is atleast 1 to avoid glitches.

EDIT: Regarding shield codes, I think the most appropriate change is to significantly reduce regen (maybe half of its current value), and then not change anything else. Well, and shieldstun too.
 
D

Deleted member

Guest
**** I gotta port this stuff (new hitlag and shieldstun).
can someone show me the old versions (2 seperate for shieldstun), that makes porting a bit easier.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
whoops thanks. I'm going to leave version 1 up there also because unless Im not thinking about this correctly, the other one provides more options and variety on how you want to affect high hitlag moves compared to low hitlag moves.
 

KayJay

Smash Ace
Joined
Apr 19, 2008
Messages
530
Location
Austria
NNID
KayJay84
3DS FC
1848-1677-7521
I still use the 1 Line Shieldstun, is there anything I don't see that's bad about it? I mean, 1 Line vs. 10 Lines..
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
doesnt this also mean that landing the knee will be less satisfying? i mean i would turn it up to like a minute just for the OHSHI- factor of landing it lol
more satisfying

Code:
shield stun (strong) (11 lines)
* C28753EC 00000006
* 48000009 40400000
* FC20F890 839F007C
* A39C0006 2C1C001A
* 41820010 7F8802A6
* C03C0000 FC2107F2
* FC00081E 00000000
* C277F78C 00000002
* 2C1C001D 41820008
* B39E0006 2C1CFFFF
* 60000000 00000000
3

shield stun (weak) (1 line)
* 04B88468 40800000
4
remove the *'s
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
doesnt this also mean that landing the knee will be less satisfying? i mean i would turn it up to like a minute just for the OHSHI- factor of landing it lol
no trust me, its still very satisfying looking
 
D

Deleted member

Guest
sweet shieldstun has the same adress.
now for the hitlag. (i need the very first version with only the divide option)
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
EDIT: Regarding shield codes, I think the most appropriate change is to significantly reduce regen (maybe half of its current value), and then not change anything else. Well, and shieldstun too.
Thanks for the condensed code, Almas. We really appreaciate all your work the other night.

I think half regen might be a bit much, but I'll definitely try it. We should make sure shield breaks do not become common, just a danger. The current shield stun values (2.75/4 I believe) do a pretty awesome job of nerfing shield grabs, but even that could stand to be toned done slightly (I found it really hard to land a shield grab on the CPU, but that's the CPU). Perhaps 2.5/3 or somewhere around there. Especially if we make the regen lower, I think we should tone down the stun a bit. Thoughts? Tests?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Almas, is it possible to make on more var to the hitlag code by including a feature that excludes any mods them them? This way the code doesn't touch any moves with 1 or 2 hitlag and I can do all the other operations the hitlag values above 2
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
I thikn shieldstun is still too high. As sketch said, its almost impossible to get off a shieldgrab. While its good to nerf shieldgrabs, they should still be viable but more difficult. I'm thinking 2.5 or 2.25 or even lower if we nerf regen.


Kupo, can you make two gct files, one with 2.5 and the other 2.25 and post both so I can compare? I really think the current shieldstun needs to be changed
 
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