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COMPETITIVE Brawl+: Code Agenda

B.W.

Smash Champion
Joined
Apr 27, 2006
Messages
2,141
Location
Darien, IL
Actually that doesn't sound too bad. It does shrink fast compared to Melee. Having it slowed down a little bit would probably help against projectile spammers mostly. And with how things are working out I can say T.Link is gonna be a real pain to play against if things are left as is.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Actually that doesn't sound too bad. It does shrink fast compared to Melee. Having it slowed down a little bit would probably help against projectile spammers mostly. And with how things are working out I can say T.Link is gonna be a real pain to play against if things are left as is.
Yeah, I'll probably experiment with that during my next b+ session. I was using ROB a bit today, and his shield pressure ability is just ridiculous.

Here's that Ness vs Luigi vid from the other day if anyone missed it
http://www.youtube.com/watch?v=1Ji6U9LsW_g

I got a Link vs Ike one from today coming up.
edit: it's processing
http://www.youtube.com/watch?v=LAyZT2p3e3c
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
Actually that doesn't sound too bad. It does shrink fast compared to Melee.
According to leafgreen, I believe, the shields in Brawl and Melee shrink at the same rate. If you're using the .25 damage ratio, which increases the amount of shield attacks take away, though, then I can understand feeling it shrinks faster. UNLESS shield decay is somehow related to shield damage ratio,.

I'm using .23 damage ratio by the way and I love it, feels just right with .05 regen
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Yeah, I'll probably experiment with that during my next b+ session. I was using ROB a bit today, and his shield pressure ability is just ridiculous.

Here's that Ness vs Luigi vid from the other day if anyone missed it
http://www.youtube.com/watch?v=1Ji6U9LsW_g

I got a Link vs Ike one from today coming up.
edit: it's processing
http://www.youtube.com/watch?v=LAyZT2p3e3c
Good videos. Would you be so kind as to send me in the right direction of a guide on how to hack my music? How safe is it to do so?

I've been playing with no turn around frame, and it is a lot of fun. I kind of over powers the fast characters (I think) but I would strongly recommend trying it if you get the time.

Edit: Never mind I found it, but is it safe?
 

NAMQ_DrunkeNFeasT

Smash Journeyman
Joined
Dec 28, 2007
Messages
429
Location
Puerto Rico
Is there a chance that they can make the crouch cancel? like being crouching gives at low % no knockback and we can counter attack after it

I want to know if this code can be made and if you guys can support this idea if you think it's right
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
about snake's Ftilt, what it does is, send foe with first hit mid air but let them in front of u, stunned animation, and then fall into the ground, thx to teching problems, snake can combo just fin just by doing first Ftilt and by doing that tilt the % is high enough to Utilt you to doomed
Don't worry, it's just hitstun at work here, it's normal. We're going to fix both Snake's and Sheik's Ftilts. We wouldn't leave those alone at all as they are necessary to fix.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
According to leafgreen, I believe, the shields in Brawl and Melee shrink at the same rate. If you're using the .25 damage ratio, which increases the amount of shield attacks take away, though, then I can understand feeling it shrinks faster. UNLESS shield decay is somehow related to shield damage ratio,.

I'm using .23 damage ratio by the way and I love it, feels just right with .05 regen
Looking at my Ike match, I held shield quite a bit and the shield loss looked fine as is. I take it back, I don't think it needs to be changed.

You might want to double check Marth's forwardB with that. I doubt it breaks in one attack, but you need to be sure. I've only had 1 legit shield break at .25 with Jiggz (couple of pounds) but that was because he wasn't really paying attention. I could see .23 if it doesn't break Marth's forwardB.

I like the shields sketch
That's Yeroc's colored shield code.
Code:
Black shields with colored highlights [Phantom Wings, Yeroc]
4A000000 80F59A60
14000088 FF3AB700
14000090 FF000000
140000A0 FF000000
140000A8 00000000
4A000000 80F59ED4
14000088 00FFFF00
14000090 0000FF00
140000A0 0080FF00
140000A8 00000000
4A000000 80F5A348
14000088 FAF9E100
14000090 FFFF0000
140000A0 FFFF8000
140000A8 00000000
4A000000 80F5A7BC
14000088 88FCAE00
14000090 00FF0000
140000A0 00C00000
140000A8 00000000
 

plasmatorture

Smash Journeyman
Joined
Oct 29, 2007
Messages
331
Location
Oregon
.23 was somewhat of an arbitrary number. I originally (somewhat arbitrarily) wanted to test an ~33% increase in shield damage, which would be .21, but since people were using .25 I went with .23 as a compromise. Honestly, though, it is called Shield Breaker and I wouldn't be too upset if it easily kills shields, as it's a slow move that most people can see coming and get out of the way. Of course, if an uncharged one breaks a fully charged shield, then that might be a problem.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
.23 was somewhat of an arbitrary number. I originally (somewhat arbitrarily) wanted to test an ~33% increase in shield damage, which would be .21, but since people were using .25 I went with .23 as a compromise. Honestly, though, it is called Shield Breaker and I wouldn't be too upset if it easily kills shields, as it's a slow move that most people can see coming and get out of the way. Of course, if an uncharged one breaks a fully charged shield, then that might be a problem.
It happens at .2, which is why .25 was the recommendation. There wasn't much testing below .25 though, so feel free to experiment between .2 and .25
 

Spike222

Smash Cadet
Joined
Aug 28, 2008
Messages
36
Just curious whats the purpose of the buffer and what does it actually do? Drives me crazy how sometimes I try to do things fast or use the C stick, and my character just stands there. It also cripples the **** out of Wolf who was my main in Brawl. Wolf's air game turned from really good to dog ****.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Triple Jump Fix [Phantom Wings, spunit262]
04FBD0F8 12000005

This removes the flag entirely, but I can't seam to find a time when it is used except for when we don't what it. I can't really test it as I don't notices a difference in lag.
 

Witchking_of_Angmar

Smash Lord
Joined
Jun 5, 2007
Messages
1,846
Location
Slowly starting to enjoy my mothertongue again. :)
Just curious whats the purpose of the buffer and what does it actually do? Drives me crazy how sometimes I try to do things fast or use the C stick, and my character just stands there. It also cripples the **** out of Wolf who was my main in Brawl. Wolf's air game turned from really good to dog ****.
The Buffer makes the controls really, really "loose". As in, you FF an aerial and there is no way to prevent your character from crouching afterwards. Or moving backwards in the air while c sticking an aerial and automatically turning around upon landing. Really stupid stuff like that.

The only thing that 0 buffer appears to destroy is aerials the frame you leave the ground. According to some people, you can't even do it if you time it right. Just put buffer on 1 frame and that fixes that.
 

Zilactic

Smash Cadet
Joined
Jan 11, 2009
Messages
47
Location
San Diego, CA
isnt it the one in the OP ganon?

lemme fetch it... uhh

0485B784 38600003

Just replace the 3 (if you want to but 3 buffer is cool lol)
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Triple Jump Fix [Phantom Wings, spunit262]
04FBD0F8 12000005

This removes the flag entirely, but I can't seam to find a time when it is used except for when we don't what it. I can't really test it as I don't notices a difference in lag.
Does that mean you don't expect it to work? lol

I'll try to test it now.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Does that mean you don't expect it to work? lol

I'll try to test it now.
I expect it to work, but I'm saying it could affect something PW's didn't.

Hack constans
065A9300 00000020
SHORTHOP DASHDASH
FASTFALL 4F000000
LEDGGRAB STARJUMP
THORWSPD 3f266666
Don't touch the ones that aren't labeled.

Quicker Start Jumps/Faster Throws [Phantom Wings, spunit262]
C2766C20 00000006
807D007C 80630038
2C03000A 40A2000C
C022FFF4 FC000072
2C03003C 40A2000C
C022FFF8 FC000072
D01F0010 00000000

Aerial Lag Reduction/Lagless Ledges/Dash cancel[Phantom Wings, spunit262]
C2766C24 0000000C
807F0030 809D007C
80840038 80BD0014
C0250040 A0050040
80DD0068 2C040018
40A20008 FC21002A
2C040074 40A20010
2C000000 40A20008
C022FFF0 2C040005
40A20018 C046003C
C062FFFC FC021840
41A10008 C022FFEC
D0250040 00000000

Only NAS and HAD are left right?

Edit: DC isn't working.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
That's pretty miraculous, spunit262. What's your method, again? Coverting to ASM?
 

grim mouser

Smash Journeyman
Joined
Jan 15, 2009
Messages
464
Location
Michigan
Do those work now? As in, is the vacuum effect and slide on ALC gone?

Yeah, I think just NAS and HAD... unless independent Pokemon hasn't been reduced yet.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Spunit, your new TJF code seems to work! I tested with CF and Mario, but I don't know who else is effected. It definitely fixes theirs though. Good stuff, that's another 25 lines out of the way :p
 

storm92

Smash Ace
Joined
Feb 6, 2008
Messages
844
Location
SoCal
If I knew what was going on with these new codes I would be just as excited ahah

Edit: Never mind, got it now.
What he said^!
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
Spunit needs to fix the crazy code he made last night and we'd be set. I don't like being vacuumed off ledges and having the shorthop code borked. That said, he's shaved off so many lines of code that it will make character balancing and unique short hops/gravities a possibility for B+.
 
D

Deleted member

Guest
I should really port more of this stuff.
and yeah, we would have like 100+ lines left for balancing
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
spunit, the triple jump code doesn't work properly. If you do falcons side b to the ledge, you get the glitch. Fox still has it.

The lagless ledges appears to only work for jumping off the ledge and attacking but not dropping.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
No Auto Sweetspotting [Phantom Wings, spunit262]
C27812B0 00000006
2C04000A 40A20020
8181003C 816C0018
C00B0010 C02B001C
FC000840 40A10008
38000000 5400CFFF
60000000 00000000
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Nice spunit. Did you fix the vortex effect of lagless edges anywhere along the line? It's all been a blur over the last couple of days, and I've been working.

Also, can I have some contact details? I'd appreciate having a discussion with you about the production of certain codes.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
vortex is gone but it doesn't appear to work as before. I am trying an extreme value now..

EDIT: No auto sweet spot seems to work fine

The lagless ledges doesn't work for tapping down or back

ASL doesn't have the slide effect

Dash canceling also works

Excellent work spunit. Its almost perfect.

TJF and lagless needs some tweaking
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
[Edit]You guys posted before I did. I"m trying the new code.
[Edit2] I'm still getting vortex edges.

BTW, that slide effect used to be in early versions of Brawl. I distinctly remember people talking about seeing wavedashes, but it was the sliding from the landing of an aerial. I was just messing on Teh Boat and Mario was sliding just like in the early vids.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
vortex is gone but it doesn't appear to work as before. I am trying an extreme value now..

EDIT: No auto sweet spot seems to work fine

The lagless ledges doesn't work for tapping down or back

ASL doesn't have the slide effect

Dash canceling also works

Excellent work spunit. Its almost perfect.

TJF and lagless needs some tweaking
DC works???

Triple Jump Fix [Phantom Wings, spunit262]
80858DCC 38830003
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
[Edit]You guys posted before I did. I"m trying the new code.
[Edit2] I'm still getting vortex edges.

BTW, that slide effect used to be in early versions of Brawl. I distinctly remember people talking about seeing wavedashes, but it was the sliding from the landing of an aerial. I was just messing on Teh Boat and Mario was sliding just like in the early vids.
How are you getting the vortex? I hope your not pulling it from the OP. I am updating it as we speak
DC works???

Triple Jump Fix [Phantom Wings, spunit262]
80858DCC 38830003
It does. let me try that one out
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
I am still getting vortex, I don't know what Kupo did to fix that. Dash canceling is working properly for me as well.

I LOVE the slide from the ALR code though. I'm messing with Samus at 1.7 short hops and she lands her fairs into a semi-waveland. It's ****in great. I honestly think it's an amazing happy accident.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
The lagless edges portion of the merger code requires merely 5 lines in addition to the base, and bear in mind that we may need to retain the merger code for move balancing purposes. Depends how much ASM awesomeness can be done. Although I need to look at PW's knockback changing and get inspired by it. If he already found the relevant fields... We're sorted.
 
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