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First Codeset

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Big <3. What is causing these problems do you think?

Would it be easier to throw out all of Mookie's values and go with a standard for gravity. Then decide on a + or - to the jump heights?
Just seems like part of the code is broken. Looks like upgrav is being applied to everyone and Fastfall properties are not transferring along. Also, our values just seem off too. And dashdancing is broken. That sums it up pretty well I think lol
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
I'll have another look tomorrow night. And increase ledgehop heights across the board.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Why wouldnt it make more sense to just have a singular value that goes around all the characters and slightly mod the ones that actually need it (Ganon, Samus).
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
dit: Wow, apparently there are more problems than I thought. Maybe there's something wrong with the gravity code (or at least it's not working in the way we had hoped)
Yeah he was using a different gravity thing, and I don't think it all translated well. The gravity isn't working the way it's supposed to for a lot of characters. I'm not sure what is going on. Captain Falcon is jumping way higher than I had him set for. I will say that Lucario isn't playing right either, but most of that is mostly my fault.

Some characters played really well though. Wolf, Fox, DK, Kirby, Ike, Snake, Marth, Peach, ROB come to mind. Samus was alright. Some things that were really apparent is that the gravity really affects horizontal KOs and juggles tremendously. I'm not sure if I like that or not, and if we stick with relatively high gravity we will have to increase the knockback of tilts that go on for way too long.

Well, it was a good idea on paper but overall it's kinda a mess. I think The Cape is right, we need to just have an overall gravity mode for the entire cast and just mod specific characters that need a lil boost. I'm thinking a 1.15 up/down grav across the board would do good. I think 1.2 is too much.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
Yeah, Almas put in A LOT of work on this. He was super dedicated. I feel bad that it turned out not so great :-(. I kinda feel like it's my fault for pushing the whole different gravities thing.
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Dont worry about it. Test and learn, thats how we do this thing.

While we are on the subject of going by a few char changes. I think Ganon is the ONLY char that can also use a full jump/mid air jump boost.
 

KishPrime

King of the Ship of Fools
BRoomer
Joined
Jun 22, 2003
Messages
7,739
Location
Indiana
Dang, so this doesn't work? I can't sleep and was going to try it out.

I still haven't played around with gravity mods yet.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
It works, just not perfectly.

...

I broke gravity. Every character had 1.2 grav with no deviations.

God ****it.

I guess it serves me right for coding at 2AM ;p. I've updated the OP yet again, maybe now it'll work a little bit better.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Have you tested if it changes much yet with your recent updates? I'll try and get to it when im back at my apartment but im interested in knowing if it seems promising at all.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
No, but your probably not used to the buffer code being 0 or 1?
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
I ran into that problem too. It was stupid hard to SH, and I have been playing with the buffer one for a long time.

Gonna test this set later tonight when I have time. Off to the Zoo for now :)
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
I didn't have any troubles short hopping with any of the characters O_o. I remember Almas talking about he accidently set the jump frames to 5x instead of 1.5x, is that what happened? He had me change a few lines in the constants to that might have fixed it on my side, but even my friend Brian (casual smasher) could short hop relatively easy.
 
D

Deleted member

Guest
lis r4,-32678
ori r4,r4,37596
can you help me out with this? looking through the rest of the code, it seems to load an adress, but I have no clue what ori does.
 
D

Deleted member

Guest
I put them both through windows calculator and it says the first is 0x7FA6

but I understand what it does
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Nonono, the - part of -32678 is very important. If you put -32678 into the calculator, you get the correct value.
 

KishSquared

Smash Master
Joined
Jun 4, 2003
Messages
3,857
Location
Osceola, IN
No, but your probably not used to the buffer code being 0 or 1?
What does buffering have to do with short hopping?

All I know is that when I loaded these codes last night I had an extremely difficult time not performing a full jump. It was also very difficult to fortress with Bowser without jumping first. Hopefully that's a mistake :)
 
D

Deleted member

Guest
turns out I only have to replace the original 2 adresses where the ASM is put, since the constant can be put at the same location ^^.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
Give Ike a higher full jump/double jump. Ledgehopped aerials are really difficult and Ike can no longer ledgehop side B back onto the stage.

Pit could use a slightly higher short hop so that he could auto cancel uair (mostly for chasing people on platforms). More full hop/double jump height too (so he could chase people better).

Marth could use a boost to his Full hop/double jump so that he's better at moving with platforms. He used to be able to just run off a platform on BF and double jump up to the next one, but now he just barely misses it. He could use a SH increase too, so that he can do stuff after his SH bair (besides just using his second jump. He used to be able to pull off a fair, which would aid in his retreat (since that's what you're doing most of the time with SH bairs).

Charizard's fine. He could use a higher full hop/double jump so he could go further out for edgeguards (I'm noticing a pattern here)

In general I think you should increase most character's full/ double jumps a little bit to counteract the upwards gravity (obviously characters with zero up grav would be exempt from this). I really wish you could do double jumps and full jumps seperately though (Snake's full jump is pitiful, but his double jump is so big)

Sonic could use a faster fast fall. There's pretty much no difference between normal fall and fast fall atm.

edit: And dash dancing still isn't working:(
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
The full hop adjustment code isn't working at all. I just tested and it was exactly how it was when I was testing Ike back in the day. I was skeptical as to whether or not that would work in game seeing how I could never get it to work as a standalone code. From what Almas says he can easily adjust that variable in real time, but the problem seems to be that it doesn't work when booted up in code format.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
The full hop adjustment code isn't working at all. I just tested and it was exactly how it was when I was testing Ike back in the day. I was skeptical as to whether or not that would work in game seeing how I could never get it to work as a standalone code. From what Almas says he can easily adjust that variable in real time, but the problem seems to be that it doesn't work when booted up in code format.
Oh...

In that case just give Pit the higher shorthop and give Sonic a faster fast fall (much faster)
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Something in the constant write sectionis breaking dash dancing. When I used my old constant write section, DDing works fine (while breaking the gravity in the game from his codes so that you float to the ceiling when you jump). So something in that section is whats making the DD explode.
 
D

Deleted member

Guest
dammit, i wasn't as easy as I thought, since the ALR/DD/DC/*all that stuff* code uses the same constant and it looks for it elsewhere. not that it's hard to fix, but I see that code still has issues. can someone explain what is wrong with it?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Eh, Paprika, that one's a pain because the ALR etc. codes refer to a place in the registers. I haven't done work on those codes, so I can't really help you out.

I tested the fullhop codes and it still works perfectly for me, even loading from an SD card. This is quite bizarre.
 
D

Deleted member

Guest
which is the fullhop code? either of the very long one?
anyway, I partly know how that stupid code works. I can get the ALR and other speed tweaks right, but the DD and DC part is not working.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
This is how I test and found the full hops code isn't working. I loaded vanilla Brawl. I double jump with Ike and I can easily land on the tallest platform on Battlefield. I set gravity to 1.2 up/down. Ike can no longer jump on the platform. I load up the entire code set, and Ike still goes the same height even though there should be a 10% boost to his full jump.

It doesn't work on mine, but Almas says it works on his. Could it be something with the version of the game? Does it work for others?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Huh. I tested my personal full hop code - it functions. The mistake was in the bigger code, I made a typo as to the ID of the fullhop. Corrected once again. /sigh.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Ummmm.

slight problem

I'm running your most recent updated set + the old dash dancing code & I'm getting no auto l cancel.
I changed the 4F row to 3f80's like Almas said to as well.

Almas, i think the 4F row you had me change must have been the aerial lag row, does that mean your dash dancing row has the wrong value with the aerial lag row?





Has anyone else seen this without the dash dancing code?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Update:

I set the row in your file back to the original with the Dash Dancing original code, I am at lag cancels of NO landing lag like S-cancelling, its absurd. I think you were changing the wrong values before Almas and altering aerial landing lag instead of the DDs.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Third Update:

To Sum it up: I tried out the following:

Just your code from the OP: 100% ALR cancels (akin to S-cancelling) + working gravity everywhere
Your code from the OP + Old Dash Dancing Code: 100% ALR cancels + Working dash dancing + working gravity everywhere
Your code from the OP + Old Dash Dancing Code + editted value from 4F000000 to 3F800000: Working Dash Dancing + 0% lag cancels + working grav


Somehow your merger made SPunits lag cancel value change, I'll try and see if the halved value works.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Shanus, if you actually find a way to get everything to work properly go ahead an post the code.
I won't be able to test it right now as my wii was hijacked for mariokart by drunken suitemates. However, I can give you my most recent gct value which halves the current 100% lag reduction (hopefully) and has the old working DDing code in it. This should hopefully work, but the value might need to be tweaked:

http://shanemulliganphotography.blogsite.org:6111/~shane/Smashcodes/2-4-2009/Almas v4+DD code try 4/

Also, here is the text file and I'll highlight the value at the end to modify if its too high/low:
Code:
4A000000 90000000
1416A904 BF800000
22623090 00000014
22623090 0000001C
22623090 00000023
22623090 00000024
1416A904 3F800000
E0000000 80008000

C2766C20 0000000F
D01F0010 807D007C
80630038 80BD0014
80DD0068 C0250040
FC210028 2C030018
40A20008 C002FFEC
2C030074 40A20008
C002FFF0 2C030005
40A2001C C046003C
C062B81C FC601850
FC021840 41A10008
C002BDB8 2C03000A
40A20008 C002FFF4
FC21002A C04283D8
FC21106E D0250040
60000000 00000000

C28753FC 00000005
83810034 8083013C
2C040000 41810014
1F9C000B 3B9C0016
38800005 7F9C23D6
60000000 00000000

C2816AF4 0000000A
3E408062 3A523320
3A60FFFF 3E730001
7E732038 1E730244
7E529A14 80120000
2C00001D 41800024
2C000022 4181001C
2C170115 41820014
38A5FFFF 2C050000
40800008 38A00002
7C0802A6 00000000

C27812B0 00000006
2C04000A 40A20020
8181003C 816C0018
C00B0010 C02B001C
FC000840 40A10008
38000000 5400CFFF
60000000 00000000

C285765C 0000005C
3FA0805A 63BD92DC
4800003C C3FD0004
480002C0 C3FD000C
480002B8 C3FD0018
480002B0 C3FD001C
480002A8 C3FD0020
480002A0 C3FD0024
48000298 C3FD002C
48000290 2C002F20
408200D4 83C3C594
C3FD0014 2C1E0000
4182FFCC 2C1E0001
4182FFAC 2C1E0003
40820008 C3FD0000
2C1E0005 4182FFA0
2C1E0008 40820008
C3FD0008 2C1E0009
4182FF9C 2C1E000B
4182FF7C 2C1E000C
4182FF7C 2C1E000D
4182FF74 2C1E0011
4182FF74 2C1E0012
4182FF64 2C1E0013
4182FF5C 2C1E0014
4182FF54 2C1E0015
4182FF4C 2C1E0016
4182FF44 2C1E0018
4182FF3C 2C1E001B
4182FF34 2C1E001F
4182FF2C 2C1E0020
4182FF24 2C1E0021
4182FF24 2C1E0025
4182FF14 2C1E0029
4182FF0C 2C1E002E
4182FF0C 2C1E002F
4182FEF4 2C002F5C
408200C0 83C3C558
C3FD0010 2C1E0001
4182FF0C 2C1E0003
4182FEF4 2C1E0005
40820008 C3FD0028
2C1E0006 4182FEC8
2C1E0008 4182FED8
2C1E0009 4182FEB8
2C1E000B 4182FED8
2C1E000D 4182FEC0
2C1E0012 4182FEB8
2C1E0013 4182FE98
2C1E0014 40820008
C3FD0014 2C1E0015
4182FE9C 2C1E0016
40820008 C3FD0028
2C1E001D 4182FE88
2C1E001F 4182FE90
2C1E0020 4182FE88
2C1E0025 4182FE78
2C1E0029 4182FE68
2C1E002C 4182FE48
2C1E002F 4182FE40
C3FD0010 480000F4
2C002F14 408200B4
83C3C59C C3FD0014
2C1E0001 4182FE28
2C1E0003 4182FFDC
2C1E0004 4182FE10
2C1E0005 4182FE08
2C1E0006 4182FE10
2C1E0008 4182FFBC
2C1E0009 4182FE00
2C1E000B 4182FE10
2C1E000D 4182FFA4
2C1E0012 4182FFA0
2C1E0013 4182FDE0
2C1E0014 4182FDC8
2C1E0015 4182FF84
2C1E0016 4182FDB8
2C1E001D 4182FF74
2C1E001F 4182FDA8
2C1E0020 4182FDA0
2C1E0025 4182FD98
2C1E0029 4182FF54
2C1E002C 4182FD98
2C1E002F 4182FD80
2C002F40 40820028
83C3C574 C3FD000C
2C1E0014 4182FD88
2C1E001E 40820008
C3FD0014 2C1E002F
4182FD74 2C002F00
4082000C C3FD001C
EC3F0072 4E800020
60000000 00000000

C281CAD0 00000021
2C080000 418200F8
8008F5A0 3C80805A
608492DC 4800001C
C004000C 480000DC
C0040014 480000D4
C0040024 480000CC
C0040020 2C000001
4182FFE0 2C000002
4082000C 2C09FFFF
4182FFD0 2C000003
4182FFD0 2C000005
4182FFC0 2C000006
4182FFC8 2C000008
4182FFB8 2C000009
4182FFB8 2C00000B
4182FFA0 2C00000D
4182FFA0 2C000012
4182FF98 2C000013
4182FF98 2C000014
4182FF80 2C000015
4182FF80 2C000016
4182FF70 2C00001D
4182FF70 2C00001E
4182FF60 2C00001F
4182FF58 2C000020
4182FF50 2C000025
4182FF48 2C000029
40820010 2C09FFFF
4082FF40 4BFFFF34
2C00002C 4182FF3C
2C00002F 4182FF24
EC200072 4E800020
60000000 00000000

C2771EAC 00000003
1C840005 38840014
39C0000A 7C8473D6
2C040000 00000000
C2876220 00000003
1C840005 38840014
39C0000A 7C8473D6
80660064 00000000

065A92DC 0000003C
3F59999A 3F666666
3F733333 3F800000
3F866666 3F8CCCCD
3F8EB852 3F933333
3F99999A 3FA66666
3FACCCCD 3FB33333
[COLOR="Yellow"]4E800000[/COLOR] 40800000
3FA66666 00000000

02FC098A 00110000

0481CB34 C0220020
045A9340 00000000

0485B784 38600001

04858DCC 38830003

02B88F48 00030001
04B87AA8 3EF851EC

0485E27C 40A20008

04B88F20 00000002

C271F474 00000004
81830058 2C0C000E
4182000C C0230040
48000008 FC20D090
60000000 00000000
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
@Shanus, replace the 4E800000 with 40000000 (floating point 2).
Worked for me.

@Almas. Could you please give Sonic a faster fast fall. Make it 1.35 or something, because right now it's almost non existent.

Oh, and my other changes too. If you were going by Mookie's numbers then I guess the changes would be

Pit-1.2 full hop/ double jump, 1.2 short hop
Ike-1.2 full hop/double jump
Marth-1.2 full hop/double jump
Charizard- 1.2 full hop/double jump

While You're at it, just add 0.1 too all the character's full hops

Sonic-1.35 fast fall (does fast fall multiply up grav or down grav? If it's the latter, make it 1.25 fast fall)

And how can you tell which parts of the code are specific characters (and who those characters are), which codes are affecting those characters/ what those codes actually do, ect. I want to be able to make character specific changes myself too.
 
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