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Recent content by BrutalBrutal

  1. BrutalBrutal

    COMPETITIVE Brawl+: Code Agenda

    Scar Jumping is being able to repeatedly wall jump from the same wall by attacking directly after the wall jump and DIing back towards the wall. It's named after the epic Melee Falcon main Scar. In vBrawl there is a timer which prevents you wall jumping twice from the same wall in a short period...
  2. BrutalBrutal

    Reverse Engineering WFC

    Fair enough. I might look into that then. Not to mention any modifications would basically have to be written in Assembly. That's actually an interesting question because it makes me wonder how the end product would work. I didn't know that PCs could only function as ad-hoc nodes. I will...
  3. BrutalBrutal

    Reverse Engineering WFC

    Ok, you're right about the speed in retrospect :laugh: . I guess I just want to help and I'd be about as useful using FLEX as anyone else who had never used it before, though it is apparently very intuitive.
  4. BrutalBrutal

    Reverse Engineering WFC

    Why shouldn't the same program act as the GUI and intercept traffic in a Man-In-The-Middle attack? You want to create two programs when only one is needed? Making the daemon which does so in Java is counterproductive as well when there are C++ libraries (such as dsniff) which greatly simplify...
  5. BrutalBrutal

    Reverse Engineering WFC

    I have a very solid grasp of C++ and I could help with programming the GUI using FLTK (portable GUI toolkit) or something similar. I have limited experience with networking, however, but I do have some experience with networking concepts and sockets. I would love to help out with this project in...
  6. BrutalBrutal

    Official Code Q&A + Requests

    Yes, the numbers are memory addresses containg either values or (more likely) pointers to values. They find out which memory addresses contain what using a USB gecko to dump RAM from the Wii to a computer. For example they might dump the RAM when Bowser has 75% damage, and then look in the...
  7. BrutalBrutal

    The Brawlplusery - Brawl+ Codeset - Updated 3rd April

    I'm not sure if this has been said already, but the PAL version freezes if you enable level freezing, it lags brawl (the frame rate is really low), and you get more momentum in your jumps when running to the left than when rnning to the right.
  8. BrutalBrutal

    COMPETITIVE Brawl+: Code Agenda

    Ah good. Most of my criticism of the slidiness only really applies to characters really negatively affected by it, especially Falcon. With friction and momentum he finally feels godly again. I realised that increasing friction universally screws up characters' running Usmashes, Dsmashes and...
  9. BrutalBrutal

    COMPETITIVE Brawl+: Code Agenda

    Is the friction code being considered for the final codeset? I think it is a massive improvement and makes characters feel much smoother and more controllable. The slidiness of Brawl is one of the first things that galled me when I first played it, and now with the aerial momentum code (which is...
  10. BrutalBrutal

    COMPETITIVE Brawl+: Code Agenda

    On Marth and Sonic, the momentum is way too high, but it's fine on most and PERFECT on Captain Falon; he moves a little slower than in Melee still, but he now feels similiar to the way he did back then. I find this code makes friction a necessity. Characters in Brawl have always felt too slidey...
  11. BrutalBrutal

    COMPETITIVE Brawl+: Code Agenda

    I think 80% for everyone was a little extreme, but Falcon feels just right. It feels perfect, except for the sliding (the friction code won't fit into the brawlplusery codeset). Comboing gains a lot from this: jumping off the ledge to attack people feels much more viable; combos can span greater...
  12. BrutalBrutal

    COMPETITIVE Brawl+: Code Agenda

    0.1 Friction and 80% jump momentum is absolutely amazing. The one thing that was keeping Brawl+ from feeling ideal to me were the jump momentum and slidiness. Now the controls feel tight and responsive thanks to the friction, and Captain Falcon FINALLY feels like his old self. I'm not sure if...
  13. BrutalBrutal

    COMPETITIVE Brawl+: Code Agenda

    And yet anyone who suggests we make the characters smaller is ridiculed... I did some measuring a while back on this exact topic, so here it is if anyone is interested: Melee: Jungle Japes = 5.897 times the height of C.Falcon in length. Brawl: Jungle Japes = 6.351 times the height of...
  14. BrutalBrutal

    COMPETITIVE Brawl+: Code Agenda

    Well since the "videos" obviously aren't video recordings, but rather a record of exactly which buttons were pressed at which time, and with which level of force (for analogue buttons), that's impossible, because the game obviously isn't equipped to know what the state (the game state) was the...
  15. BrutalBrutal

    COMPETITIVE Brawl+: Code Agenda

    After playing Samus with shorter short hops, I am never, ever going back to the normal height. Ganon's AT is in the way of a lot of overall improvement which is more important in the grand scheme of things. Also, Marth can double Fair in most codesets which have no upgrav increase, which brings...
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