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COMPETITIVE Brawl+: Code Agenda

Discussion in 'Brawl Workshop' started by kupo15, Nov 10, 2008.

  1. kupo15

    kupo15 Smash Hero

    Joined:
    Mar 14, 2008
    Messages:
    6,939
    Location:
    Playing Melee
    Major contributors

    Coders: Without the following people, brawl+ would not even exist. These guys deserve a lot of credit for the time they spend dealing with us and making awesome codes. Thank you very much for all of your hard work and dedication!

    [Nuke]*
    brkirch
    *
    svpe*
    Phantom wings*
    sp unit262*
    Dantarion*
    Almas*
    ShortFuse*
    Y.S.*
    Paprika_killer*
    Igglyboo
    KirbyisCool

    *Denotes significant contribution

    Project organizers: These people work closely with the coders by telling them what codes we need and how it will work. They have made invaluable threads and
    spend a lot of time keeping it updated so this project can thrive and succeed.

    kupo15
    Shanus
    Team Giza

    Special Thanks:

    Magus420
    The Cape
    leafgreen386
    Falco400
    Makkun
    Jiangjunizzy
    Dark Sonic
    Project-05
    MookieRah


    Links
    PAL CODES(wip)

    Gathering hitbox data


    Animation ID labels

    Complete Universal Subaction List

    Action ID labels
    Character ID labels

    SFX and attack types ID

    Stage list


    Hex converter
    IRC channel ------IRC help
    Code reference



    1st post-FUTURE CODES
    2st post-NEW CODES TO TEST
    3nd post-FINISHED CODES
    4rd post-BETA CODES
  2. kupo15

    kupo15 Smash Hero

    Joined:
    Mar 14, 2008
    Messages:
    6,939
    Location:
    Playing Melee
    Future codes

    Future codes

    Orange mechanics are what have been discussed which should get in the next build

    -Fast falling specials

    Enable Fast falling on lasers, thunder shocks and fireballs

    -DIable specials

    Enable air control on fox and falco's lasers


    -Sonic's triple jump glitch
    http://www.youtube.com/watch?v=eSOiGOvTzws

    -Meteor cancels MOD


    -Map footstooling on another button

    Jump with one button, footstool with another button

    -No non affecting footstools

    No footstooling attacking opponents


    -Stale damage

    Damage gets stale, but knockback does not

    -Lucario up b glitch


    -Powersheilding

    Reflect Projectiles

    -CC
    (Brawl+ style)

    JC+ Grab


    -Ledge size shrinking


    -Dodge reworking

    -Swimming mechanic reworked

    -Sliding techs


    Cstick codes


    -Cstick doesn't do tilts

    -Map smash DI (SDI) to the cstick
    ___________________________________________________________________________
    Beta section

    -No auto sweet spotting when your up b hits something
    -No Side B auto sweet spots
    -No auto Jabs
  3. kupo15

    kupo15 Smash Hero

    Joined:
    Mar 14, 2008
    Messages:
    6,939
    Location:
    Playing Melee
    New Codes


    New Codes to test


    Code:
    PAL
     
     	Code:
     	Throw Modifier [The Paprika Killer]
    C273FD40 00000011
    3C008180 811B0008
    8108FFFC 7C080000
    4080006C 81080030
    80BE0008 5105C00E
    801E0000 5005821E
    801E0010 5005442E
    80FE0004 3D008058
    61085000 85480010
    81680004 7D405B79
    41820034 7C0A2800
    4082FFEC 7C0B3800
    4082FFE4 88080008
    90030000 88080009
    90030020 8808000A
    90030018 A008000E
    90030014 80030030
    60000000 00000000 
    write adress: 805A9BF0
     
    NTSC
     
     	Code:
     	Throw Modifier [The Paprika Killer]
    C2744D40 00000011
    3C008180 811B0008
    8108FFFC 7C080000
    4080006C 81080030
    80BE0008 5105C00E
    801E0000 5005821E
    801E0010 5005442E
    80FE0004 3D008058
    61085000 85480010
    81680004 7D405B79
    41820034 7C0A2800
    4082FFEC 7C0B3800
    4082FFE4 88080008
    90030000 88080009
    90030020 8808000A
    90030018 A008000E
    90030014 80030030
    60000000 00000000 
     
    adress: 805A7E30
    or: 065A7E30 BYTECOUN
     
    FORMAT
    [COLOR=red]XX[/COLOR][COLOR=lime]YY[/COLOR][COLOR=royalblue]ZZ[/COLOR][COLOR=yellow]WW[/COLOR] 0000[COLOR=purple]VVVV[/COLOR]
    [COLOR=cyan][COLOR=magenta]RR[/COLOR][COLOR=orange]SS[/COLOR][COLOR=cyan]TT[/COLOR][/COLOR][COLOR=silver]00[/COLOR] 0000[COLOR=plum]UUUU[/COLOR]
     
    [COLOR=red]XX[/COLOR] = character ID
    [COLOR=lime]YY[/COLOR] = DMG
    [COLOR=royalblue]ZZ[/COLOR] = BKB
    [COLOR=yellow]WW[/COLOR] = KBG
    [COLOR=purple]VV[/COLOR] = angle 
    change to:
    [COLOR=magenta]RR[/COLOR] = DMG
    [COLOR=orange]SS[/COLOR] = BKB
    [COLOR=cyan]TT[/COLOR] = KBG
    [COLOR=plum]UU[/COLOR] = angle
     
     
    I will update the code soon to include element adjustment, which would be written after [COLOR=cyan]TT[/COLOR]
    
    Code:
    [COLOR=Yellow][B]Ganondorf/C.Falcon U/D-b Fixes:[/B][/COLOR] [Phantom wings]
    80000000 80623320
    80000001 00000000
    60000006 00000000
    60000003 00000001
    4A001000 00000000
    4A101001 00000000
    30000000 00000009
    66000001 00000000
    30000001 00000014
    58010000 00000004
    DE000000 80008180
    58010000 00000060
    DE000000 80008180
    90010002 00000000
    48001002 0000007C
    30000038 00000114
    48001002 00000018
    92210003 00000040
    48001002 00000088
    58010000 0000002C
    94210003 0000004C
    48001002 0000007C
    30000039 00000115
    48001002 00000070
    58010000 00000020
    58010000 0000000C
    14000004 00000001
    E2000001 00000000
    80100001 00000008
    62000000 00000001
    E200000F 00000000
    80000001 00000000
    80100000 00000244
    62000000 00000000
    E0000000 80008000
    [COLOR=LightBlue]
    -Fixes Up-B so that it maintains momentum regardless of direction.
    -Fixes Down-B so that it returns the second jump after use.[/COLOR]
  4. kupo15

    kupo15 Smash Hero

    Joined:
    Mar 14, 2008
    Messages:
    6,939
    Location:
    Playing Melee
    Perfect Codes

    Perfect codes

    Table of contents (USA CODES)
    Misc
    -Tripping rate modifier
    -Infinite replay
    -No decay system
    -Custom decay system
    -Default settings MOD
    -Custom CSS
    -Default CPU lvl
    -Debug code
    -Unrestricted Button mapping
    -Tags in replays
    -No lightening jabs
    -Snapshot line limit
    -Camera MOD
    Glitches
    -Triple jump glitch
    -No FF on C stick
    -Jump grab return
    Stun/Tumble
    -Hit stun
    -Shield stun
    -Hitlag MOD
    -Electric hitlag MOD
    -Fastfalling in tumble
    -No air dodging in tumble
    -Tech window
    Canceling
    -Auto l canceling
    -S canceling
    -Dash canceling (with crouch)
    -Grab range
    Ledges
    -Lagless ledges
    -No auto sweetspot ledges
    -Ledge invincibility duration
    Stages
    -Stage freeze
    -On the spot stage freeze
    -Death boundaries MOD
    -Luigi's mansion flatlands
    -Corneria Size mod
    -Yoshi's island (brawl) size mod
    Movement
    -Buffer MOD
    -Buffer handicap scale
    -Dash dancing
    -Jump momentum
    -Ukemi Roll Speed MOD
    -Scar jumping
    -Shield during dash dance
    Shields
    -Perfect shield MOD
    -Shield max
    -Shield reset
    -Shield damage
    -Shield gain
    -Shield loss
    Jump/gravity/Friction
    -Jump/Fast fall MOD
    -Up/Down Gravity modifier
    -Universal friction MOD
    Character Specific
    -PT infinite stamina
    -PT down b switch only
    -PT no pokemon switch
    -Glide stop
    -Icarus wings
    Combination codes
    -Frame Speed Mod
    Air dodging
    -Hybrid Air dodge

    ~~~~~~~~~~Misc.~~~~~~~~~~~


    Code:
    [COLOR=Yellow][B]No Random Tripping[/B][/COLOR] [Y.S.]
     0481CB34 EC210828

    Code:
    [B][COLOR=Red][COLOR=Yellow]Infinite replay[/COLOR][/COLOR][/B][COLOR=Red][COLOR=Yellow][COLOR=White] unknown[/COLOR][/COLOR][/COLOR][COLOR=White] (1 line)[/COLOR][B][COLOR=Red][COLOR=Yellow]
    [/COLOR][/COLOR][/B]040EB804 60000000
    
    
    [B][COLOR=Red][COLOR=Yellow]Infinite replay[/COLOR][/COLOR][/B][COLOR=Red][COLOR=Yellow][COLOR=White] unknown[/COLOR][/COLOR][/COLOR][COLOR=White] (3 lines)[/COLOR][B][COLOR=Red][COLOR=Yellow]
    [/COLOR][/COLOR][/B][COLOR=Silver]040E5DE8 60000000
    04953184 60000000
    04953224 60000000
    [COLOR=LightBlue][B]
    Shows "Save Replay" IMG[/B][/COLOR]  [/COLOR]


    Code:
    [B][COLOR=Yellow]No Stale Moves[/COLOR][/B] 1 line (spunit262) 
    
    02FC0988 00130000
    
    **Removes both knockback and damage decay.
    [COLOR=Yellow][B]
    No stale moves with a fresh bonus[/B][/COLOR] 1 line (spunit262) 
    
    02FC098A 00110000 
    Code:
    [COLOR=Yellow][B]Stale Move Ratio Modifier[/B][/COLOR] 6 lines  (spunit262) 
    [COLOR=White]
    [/COLOR] [COLOR=White]06FC0988 [/COLOR][COLOR=White]00000028 
    [/COLOR] [COLOR=White]3D4CCCCD [/COLOR][COLOR=White]3DCCCCCD[/COLOR][COLOR=White]
    [/COLOR] [COLOR=White]3DB851EC [/COLOR][COLOR=White]3DA3D70A[/COLOR][COLOR=White]
    [/COLOR] [COLOR=White]3D8F5C29 [/COLOR][COLOR=White]3D75C28F[/COLOR][COLOR=White]
    [/COLOR] [COLOR=White]3D4CCCCD [/COLOR][COLOR=White]3D23D70A[/COLOR][COLOR=White]
    [/COLOR] [COLOR=White]3CF5C28F [/COLOR][COLOR=White]3CA3D70A[/COLOR][COLOR=Blue]
    [COLOR=Yellow][COLOR=White]
    Brawl's default
    ***Individually mods stale move values
    [/COLOR][/COLOR][/COLOR][U][B]3/4 power stale system[/B][/U]
    06FC0988 00000028
    3D4CCCCD 3D8CCCCD
    3D6E147B 3D63D70A
    3D428F5C 3D35C28F
    3CF851EB 3CE3D70A
    3C8CCCCC 3C63D70A
    [COLOR=Blue][COLOR=Yellow][COLOR=White] 
    [U][B]1/2 power stale system[/B][/U]
    
    [/COLOR][/COLOR][/COLOR]06FC0988 00000028
    3D4CCCCD 3D4CCCCD
    3D23D70A 3D23D70A
    3CF5C28F 3CF5C28F
    3CA3D70A 3CA3D70A
    3C23D70A 3C23D70A
    
    
    [COLOR=Blue][COLOR=Yellow] __________________________________________________[/COLOR]
    [/COLOR]Stale Move Ratio Modifier (EXPLANATION)
    
    Brawl's default
    
    [COLOR=Red]06FC0988 [/COLOR][COLOR=Blue]00000028 [/COLOR]Code initiation line (must be here)
    [COLOR=Red][COLOR=Lime]fresh [/COLOR]3D4CCCCD[/COLOR] [COLOR=Blue][SIZE=1][COLOR=Lime]1[/COLOR][/SIZE] 3DCCCCCD[COLOR=White]---- [/COLOR][/COLOR][COLOR=Red]5%(Fresh bonus when not in queue)[/COLOR], [COLOR=Blue]0.1[/COLOR]
    [COLOR=Red][COLOR=Lime]2[/COLOR] 3DB851EC [COLOR=Lime]3 [/COLOR][/COLOR][COLOR=Blue]3DA3D70A[/COLOR][COLOR=Red] [COLOR=White]---- [/COLOR]0.09[/COLOR], [COLOR=Blue]0.08[/COLOR]
    [COLOR=Red][COLOR=Lime]4[/COLOR] 3D8F5C29 [/COLOR][COLOR=Blue][COLOR=Lime]5[/COLOR] 3D75C28F[COLOR=White]----- [/COLOR][/COLOR][COLOR=Red]0.07[/COLOR], [COLOR=Blue]0.06[/COLOR]
    [COLOR=Red][COLOR=Lime]6[/COLOR] 3D4CCCCD [/COLOR][COLOR=Blue][COLOR=Lime]7[/COLOR] 3D23D70A[COLOR=White]----- [/COLOR][/COLOR][COLOR=Red]0.05[/COLOR],[COLOR=Blue] 0.04[/COLOR]
    [COLOR=Red][COLOR=Lime]8[/COLOR] 3CF5C28F [/COLOR][COLOR=Blue][COLOR=Lime]9[/COLOR] 3CA3D70A [/COLOR][COLOR=Red][COLOR=White]----[/COLOR]0.03[/COLOR],[COLOR=Blue] 0.02[/COLOR]
    
    [COLOR=Lime]Green[/COLOR]=Number in stale queue 
    
    So stale moves are:
    Fresh (105%), 100%, 90%, 80%....20%
    
    To make your own values use this
    [URL="http://babbage.cs.qc.edu/IEEE-754/Decimal.html"][SIZE=4][B]Hex converter[/B][/SIZE][/URL]
    
    example:
    10%=.1=[COLOR=Blue]3DCCCCCD[/COLOR]
    [COLOR=Yellow][B]
    DO NOT EXCEED A FLOAT VALUE OF 0.1
    [/B][/COLOR]
    Code:
    [COLOR=Yellow][B]Default Settings Modifier[/B][/COLOR][Igglyboo, Brkirch, and FMK]
    24494A98 80000000
    20523300 00000000
    04523300 DEADBEEF
    42000000 90000000
    0417F360 0000[COLOR=Lime][B]XX[/B][/COLOR][COLOR=Yellow][B]YY[/B][/COLOR]
    0417F364 [COLOR=Indigo][B]FF[/B][/COLOR][COLOR=Magenta][B]GG[/B][/COLOR][COLOR=DarkOrange][B]ZZ[/B][/COLOR][B][COLOR=LightBlue]NN[/COLOR][/B]
    0417F368 [COLOR=Red][B]KK[/B][/COLOR][COLOR=Plum][B]TT[/B][/COLOR][COLOR=Blue][B]PP[/B][/COLOR][COLOR=DarkRed][B]SS[/B][/COLOR]
    0417F36C [COLOR=Cyan][B]JJ[/B][/COLOR]000000
    E0000000 80008000
    
    [COLOR=Yellow][B]YY [/B][/COLOR]= Time counter(Infinite time is 00)
    [COLOR=Indigo][B]FF[/B][/COLOR]= Stock counter
    [COLOR=Red][B]KK[/B][/COLOR] = Stock Time Limit(Infinite Time is 00)
    
    [COLOR=Lime][B]XX[/B][/COLOR] = Game Type
    Timed Match = 0
    Stock Match = 1
    Coin Match = 2
    
    [COLOR=Magenta][B]GG[/B] [/COLOR]= Handicap
    Off = 0
    Auto = 1
    On = 2
    
    [B][COLOR=DarkOrange]ZZ [/COLOR][/B]= Damage Ratio
    Just move the decimal place over and act as if its in hex.
    For Example, if you want 
    .8 = 08
    1.6 = 10
    2.0 = 14
    
    [B][COLOR=LightBlue]NN[/COLOR][/B] = Stage Choice
    Choose = 00
    Random = 01
    Turns = 02
    Ordered = 03
    Loser's Pick = 04
    
    [COLOR=Plum][B]TT[/B][/COLOR] = Team Attack
    Off = 00
    On = 01
    
    [COLOR=Blue][B]PP[/B][/COLOR] = Pause
    Off = 00
    On = 01
    
    [B][COLOR=DarkRed]SS[/COLOR][/B] = Score Display
    Off = 00
    On = 01
    
    [B][COLOR=Cyan]JJ[/COLOR][/B] = Damage Gauge
    Off = 00
    On = 01

    Code:
    [B][COLOR=Yellow]Default CPU Level Modifie[/COLOR][/B]r[Igglyboo]
    C2693A70 00000002
    3880000[COLOR=Yellow][B]X[/B][/COLOR] 909E01D4
    60000000 00000000
    
    CPU Level - 0-8
    (level 9 would be X=8, [U][B]don't go over 8[/B][/U])
    Code:
    [COLOR=Yellow][B]Debug Pause[/B][/COLOR]:-(GCC)
    80000000 805B8A08
    0402E5AC 8819000B
    4A000000 804DE470
    38000000 EFFF1000
    86410000 00000001
    E2000001 00000000
    4A000000 805B8A08
    3A000002 00FF0000
    12000002 00000001
    E2000001 00000000
    4A000000 804DE470
    38000000 FFEF0010
    4A000000 805B8A08
    3A000002 FF000000
    12000002 00000100
    E2000002 00000000
    
    Press Start to freeze the game(don't worry, the music and sounds are unaffected).
    Press Z to step through frame by frame.
    Press Start again to unfreeze the game.
    (The new Start command is X+D^)
    
    [COLOR=Yellow][B]Button Modifier:[/B][/COLOR]
    041E6CD8 4BE1C128
    041E6D1C 4BE1C114
    06002E00 00000068
    9421FF80 BC410008
    7CE4402E 7CE738F8
    7CE73039 3864FFC0
    7CE3412E 7CC4412E
    B8410008 38210080
    60000000 481E3EB0
    9421FF80 BC410008
    7C03202E 3DC01000
    7DCE70F8 7C007039
    740E0408 3DE00408
    7C0E7800 40820008
    64001000 B8410008
    38210080 481E3EBC
    [COLOR=LightBlue][B]
    Must be used with the Debug Pause Code.[/B][/COLOR]
    
    Code:
    [B][COLOR=Red][COLOR=Yellow][SIZE=4][COLOR=DarkOrange]
    [/COLOR][/SIZE][/COLOR][/COLOR][COLOR=Yellow]Unrestricted Button Mapping Editing[/COLOR][/B] [spunit262]
    211973CC 7CC6F82E
    051973CC 38C20060
    05197468 38620060
    05197574 38820060
    05197680 38E20060
    051976B4 38620060
    051978CC 38E20060
    065A9380 0000000A
    00010203 04050A0B
    0C0D0000 00000000
    E0000000 80008000
    
    [COLOR=LightBlue][B]Hacked by Y.S. For NTSC-J, ported by spunit262[/B][/COLOR].
    Code:
    [COLOR=Yellow][B]Tags in Replays v3[/B][/COLOR] [Y.S.]
    0404B140 38A00000
    
    Code:
    [COLOR=Yellow][B]Auto-Jab Fix [/B][/COLOR][spunit262, Phantom Wings]
    C2784774 00000004
    7C7B1B78 809C007C
    80840034 2C040024
    40A20008 547B003C
    60000000 00000000
    Code:
    [COLOR=Yellow][B]Load & Execute Codes from Snapshot v2 [/B][/COLOR][Y.S, Phantom wings]
    040C7348 83A40004
    20570000 00D0C0DE
    20570004 00D0C0DE
    04001848 80570008
    64000000 00000000
    E0000000 80008000
    C20C7348 00000009
    80A40008 3CC000D0
    60C6C0DE 80E50000
    7C063800 40820028
    80E40004 3CC08057
    60C60000 81050000
    91060000 38C60004
    38A50004 34E7FFFC
    41A1FFEC 83A40004
    60000000 00000000
    
    Code:
    [B][U]
    [SIZE=3][URL="http://www.smashboards.com/showpost.php?p=6128402&postcount=405"]Kupo's Beta 1[/URL][/SIZE][/U] 
    [/B]  
    [COLOR=Yellow][B]Camera Bubble Modifier[/B][/COLOR][B]:[/B][Phantom Wings]
    C27BC6D0 00000009
    9421FF80 BC410008
    7C4802A6 48000005
    7C8802A6 7C4803A6
    C2650004 C2440040
    EE7304B2 D2630018
    C2650008 C2440044
    EE7304B2 D263001C
    B8410008 38210080
    60000000 00000000
    66200001 00000000
    [COLOR=Yellow]FRFRFRFR [COLOR=Red]3F800000[/COLOR][/COLOR]
    
    [COLOR=Yellow]FRFRFRFR [/COLOR]Distance in front
    [COLOR=Red]BKBKBKBK [/COLOR]Distance in back
    [COLOR=LightBlue][B]
    Keep the back defaulted to float 1.[/B][/COLOR]
    
    If the values are too large, the camera will be forced to compensate by 
    zooming out - keep your values somewhere between 3F800000 and 40800000.
    
    
    [COLOR=Yellow][B]Camera properties [/B][/COLOR][spunit262; phantom wings] 
    
    48000000 80b8a428
    De000000 80008180
    58010000 00000078
    De000000 80008180
    16000010 00000030
    [B][COLOR=DarkRed]42a60000[/COLOR] [COLOR=Red]447a0000[/COLOR]
    [COLOR=Magenta]3d4ccccd[/COLOR] [COLOR=Pink]3d4ccccd[/COLOR]
    [COLOR=DarkOrange]00000000[/COLOR] [COLOR=Olive]00000000[/COLOR]
    [COLOR=DarkOrchid]00000000[/COLOR] [COLOR=Lime]Bdb2b8c2[/COLOR]
    [COLOR=Teal]3f060a92[/COLOR] [COLOR=Silver]3f800000[/COLOR]
    [COLOR=Blue]3f800000[/COLOR] [COLOR=DarkOrchid]3f800000[/COLOR][/B]
    E0000000 80008000
    
    [B][COLOR=DarkRed]Zoom In Restriction:[/COLOR][/B] Limits how far the camera is allowed to zoom in.
    [B][COLOR=Red]Zoom Out Restriction:[/COLOR][/B] Limits how far the camera is allowed to zoom out.
    [B][COLOR=Magenta]Y Angle Restriction:[/COLOR][/B] Limits how far the camera is allowed to angle itself on the Y axis.
    [B][COLOR=Pink]X Angle Restriction:[/COLOR][/B] Limits how far the camera is allowed to angle itself on the X axis.
    [B][COLOR=DarkOrange]X Offset:[/COLOR][/B] Offsets both the camera and death boundaries along the X axis.
    [B][COLOR=Olive]Y Offset:[/COLOR][/B] Offsets both the camera and death boundaries along the Y axis.
    [B][COLOR=DarkOrchid]Unknown:[/COLOR][/B]
    [B][COLOR=Lime]Camera Base Y Coord:[/COLOR][/B] Sets the base Y coordinate for the camera.
    [B][COLOR=Teal]Aspect Ratio:[/COLOR][/B] Adjusts the aspect ratio for the field of vision.
    [B][COLOR=Silver]Camera Move Speed:[/COLOR][/B] Sets the speed in which the camera is allowed to move at.
    [B][COLOR=Blue]Display Restriction:[/COLOR][/B] Sets the minimum amount of the battle that must be displayed at all times.
    [B][COLOR=DarkOrchid]Unknown[/COLOR][/B]
    
    If you want the camera to display more excess of the field ([I]i.e. when you're character faces towards the side of the screen.[/I]) just increase the Display Restriction value to something like 40200000.
    
    

    ~~~~~~~~~~~~~~Glitches~~~~~~~~~~~~~~
    Code:
    [COLOR=Yellow][B]Triple Jump Fix:[/B][/COLOR] Phantom Wings,spunit262 (1 line)
    04858DCC 38830003
    Code:
    [COLOR=Yellow][B]No FastFall on C-stick[/B][/COLOR] [spunit262, Phantom Wings]
    0485E27C 40A20008
    0485E278 2C000001
    
    [COLOR=LightBlue][B]I made it so that you only FF if you hold down for 4 consecutive frames.[/B][/COLOR]
    
    [COLOR=Yellow][B]FastFall on C-stick MOD[/B][/COLOR] [spunit262, Phantom Wings]
    
    0485E27C 40A20008
    0485E278 2C00000[COLOR=Yellow][B]X[/B][/COLOR]
    [COLOR=LightBlue][B]
     You can change the number of frames you have to hold down [/B][/COLOR]
    set it 0 and you can only FF with the C-stick.
    

    Code:
    [COLOR=Yellow]
    [B]Grab Jump Return:[/B][/COLOR] [Phantom wings]
    C29131B0 00000005
    8095007C 80840038
    2C04003D 40820014
    38800001 80B40020
    80A5000C 90850004
    809900AC 00000000[COLOR=LightBlue][B]
    
    -Returns all jumps if grabbed out of the air.
    -Will not work with Glide Stop.[/B][/COLOR]([I]I will merge the two of them if it 
    is necessary.[/I])
    ~~~~~~~~~~~~~~~Stun/tumble~~~~~~~~~~~

    Code:
    [COLOR=Yellow][B]Shield Stun V8 +break[/B][/COLOR] [spunit262]
    C28753FC 00000006
    83810034 2C1C[COLOR=DarkOrange][B]VVVV[/B][/COLOR]
    40810020 8083013C
    2C040000 41810014
    1F9C[COLOR=Yellow][B]XXXX[/B][/COLOR] 3B9C[COLOR=Red][B]ZZZZ[/B][/COLOR]
    3880YYYY 7F9C23D6
    60000000 00000000
    
    [COLOR=Yellow][B]Shield Stun V8[/B][/COLOR] [spunit262]
    C28753FC 00000005
    83810034 8083013C
    2C040000 41810014
    1F9C[COLOR=Yellow][B]XXXX[/B][/COLOR] 3B9C[COLOR=Red][B]ZZZZ[/B][/COLOR]
    3880[COLOR=Lime][B]YYYY[/B][/COLOR] 7F9C23D6
    60000000 00000000
    [B]
    (Old shield stun*[COLOR=Yellow]X[/COLOR]+[COLOR=Red]Z)[/COLOR]/[COLOR=Lime]Y[/COLOR]=new shield stun[/B]
    [COLOR=LightBlue][B]Prelim values:[/B][/COLOR]
    [B][COLOR=LightBlue]X=11
    Z=22
    Y=5[/COLOR][/B]
    
    Code:
    [B][COLOR=Yellow]Hitstun [/COLOR][/B][Phantom Wings, spunit262] (2 lines)[COLOR=Lime][B][URL="http://i44.photobucket.com/albums/f11/jiangjunizzy/brawlhitstunvalues.gif"]
    Hitstun values chart[/URL][/B][/COLOR] 
    02B88F48 00030001
    04B87AA8 [COLOR=Yellow][B]3ECCCCCD[/B][/COLOR]
    
    The Bold value is the Hitstun Constant 
    Code:
    [COLOR=Yellow][B]Hitlag Modifier[/B][/COLOR] [Phantom Wings, Almas, spunit262] 8 lines
    C2771EAC 00000004
    2C04[B][COLOR=Orange]VVVV[/COLOR][/B] 41800010
    1C84[B][COLOR=Yellow]XXXX[/COLOR][/B] 3884[COLOR=Red][B]ZZZZ[/B][/COLOR]
    39C0[COLOR=Lime][B]YYYY[/B][/COLOR] 7C8473D6
    2C040000 00000000
    C2876220 00000004
    2C04[COLOR=Orange][B]VVVV[/B][/COLOR] 41800010
    1C84[COLOR=Yellow][B]XXXX[/B][/COLOR] 3884[COLOR=Red][B]ZZZZ[/B][/COLOR]
    39C0[COLOR=Lime][B]YYYY[/B][/COLOR] 7C8473D6
    80660064 00000000
    
    [COLOR=DarkOrange][B]V[/B][/COLOR] is the break point
    
    (H*[B][COLOR=Yellow]X[/COLOR][/B]+[B][COLOR=Red]Z[/COLOR][/B])/[B][COLOR=Lime]Y[/COLOR][/B]
    [COLOR=LightBlue][B]Prelim values:
    X=6
    Z=0
    Y=A
    (60%)
    [/B][/COLOR]
    Code:
    [COLOR=Yellow]
    [/COLOR] [B][COLOR=Yellow]Electric Hitlag Constant[/COLOR]:[/B][Phantom Wings]
    04B87B10 [COLOR=Yellow][B]3FC00000[/B][/COLOR]
    [COLOR=LightBlue][B]
    Recommended float 1 (3F800000)[/B][/COLOR]
    
    
    Code:
    [COLOR=Yellow][B]No AD in tumble[/B][/COLOR] [spunit262, Phantom Wings]
    C2781310 00000006
    80980000 2C040021
    40A20020 8097007C
    80840034 2C040042
    41A00010 2C040049
    41A10008 38600000
    39610040 00000000
    Code:
    [COLOR=Yellow][B]FF during tumble v2.1 [/B][/COLOR][spunit262, Phantom Wings]
    C27651BC 0000000A
    887E007C 2C030000
    40A20040 809E0014
    54846CFE 2C0417E5
    41A00030 809EFFFC
    80A4007C 80A50034
    2C050049 40A2001C
    80840070 80840024
    8084001C 80A40000
    60A50004 90A40000
    60000000 00000000
    
    Code:
    [COLOR=Yellow][B]Tech Window v.05[/B][/COLOR]  [spunit262]
    C277F190 00000012
    80810010 2C040046
    41A00080 2C04004C
    41A10078 80BF0068
    88C5008F 2C0600[COLOR=Yellow][B]0F[/B][/COLOR]
    41A10068 88E5008E
    7CC63A14 2C0600[COLOR=Red][B]32[/B][/COLOR]
    41800058 2C040049
    41820050 41A00008
    3884FFFC 3884FFBA
    5484083C 38840060
    2C040062 41810030
    41820010 80C50038
    54C66D3E 48000014
    80E50074 50E4EFFE
    80C5003C 7CC69E70
    2C0607E5 41A00008
    60840001 90810010
    60000000 00000000
    C2765394 00000005
    88C30058 2C0600[COLOR=Red][B]32[/B][/COLOR]
    41A10014 7C060214
    2C0000FF 41800008
    380000FE 98030058
    60000000 00000000
    [COLOR=Yellow]
    Teching window[/COLOR] [COLOR=Yellow](15)[/COLOR]
    [COLOR=Red]Missed teching window[/COLOR] (teching window included) (35)
    
    
    ~~~~~~~~~Canceling~~~~~~~~~~~

    Code:
    -[COLOR=Yellow][B]Auto l canceling[/B][/COLOR] Phantom Wings (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


    Code:
    -[B][COLOR=Yellow]S canceling[/COLOR][/B] Phantom wings (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 0000007C
    58010000 0000007C
    58010000 0000002C
    92210003 00000004
    4A001002 00000000
    34000038 00000015
    36000038 00000019
    4A001003 00000000
    10000084 00000080
    E2000002 00000000
    80100001 00000008
    62000000 00000001
    E2000003 00000000
    80000001 00000000
    80100000 00000244
    62000000 00000000
    E0000000 80008000

    Code:
    [COLOR=Yellow][B]Dash Cancel V2.1[/B][/COLOR] [Phantom Wings, spunit262]
    C2764EBC 00000007
    90810014 54846CFE
    2C0417E5 41A00024
    809EFFFC 80A4007C
    80A50038 2C050005
    40A20010 3C004F00
    80840014 90040040
    60000000 00000000
    

    ~~~~~~~~~~~Ledges~~~~~~~~
    Code:
    [B][COLOR=Yellow]Lagless ledges:[/COLOR][/B] Phantom wings (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 [B][COLOR=Yellow]40800000[/COLOR][/B]
    E2000001 00000000
    80100001 00000008
    62000000 00000001
    E200000F 00000000
    80000001 00000000
    80100000 00000244
    62000000 00000000
    E0000000 80008000
    
    
    Code:
    [COLOR=Yellow][B]No Auto Sweetspotting [/B][/COLOR][Phantom Wings, spunit262] (7 lines)
    C27812B0 00000006
    2C04000A 40A20020
    8181003C 816C0018
    C00B0010 C02B001C
    FC000840 40A10008
    38000000 5400CFFF
    60000000 00000000
    [B][COLOR=LightBlue]
    Does not work for Ness, Lucas, and Lucario as they are write protected.
    Slight glitches may occur with Wolf's side B
    You may have to aim more carefully with Diddy's Up B[/COLOR][/B]
    Code:
    [COLOR=Yellow][B]Ledge Invincibility Duration[/B][/COLOR] (Y.S.)
    04B88EB4 0000XXXX
    [COLOR=LightBlue][B]Default: 0017[/B][/COLOR]

    ~~~~~~~~~~~Stages~~~~~~~~~~

    Code:
    [COLOR=Yellow][B]Level Freezer[/B][/COLOR] [Phantom Wings/Almas]
      42000000 90000000
      0416A904 00000000
      2A180F3A 00000015
      0416A904 3F240000
      2A180F3A 00000031
      0416A904 BF800000
      2A180F3A 00000014
      2A180F3A 0000001C
      0416A904 3F800000
      E0000000 80008000
    [COLOR=LightBlue][B]
    Works with gct loader code[/B][/COLOR]
    Code:
    [COLOR=Yellow][B]Level freeze/reversed (Specific Stages)[/B][/COLOR] (5+X lines) [Phantom Wings/Almas]
    [B]1416A904 00000000[/B] Frozen line
    22623090 000000[B]XX[/B] (levels frozen)
    [B]1416A904 BF800000[/B] Reversed line
    22623090 000000[B]XX[/B] (levels reversed)
    
    4A000000 90000000
    [B]1416A904 00000000[/B]
    22623090 000000[B]XX[/B]
    1416A904 3F800000
    E0000000 80008000
    
    [URL="http://www.smashboards.com/showpost.php?p=6137331&postcount=2084"]XX=Stage you want frozen (list)[/URL]
    [U]
    HOW TO ADD LEVELS[/U]
    
    4A000000 90000000
    1416A904 00000000
    22623090 000000XX[COLOR=Red]
    -----------------------[/COLOR]
    1416A904 3F800000
    E0000000 80008000
    
    Add 22623090 000000XX in the [COLOR=Red]----------[/COLOR]
    
    [URL]http://www.smashboards.com/showpost.php?p=6279319&postcount=1390[/URL]
    
    Code:
    [COLOR=Yellow][B]Hold L for Level Freeze [/B][/COLOR][6 Lines] Almas
    215E25D8 00000000
    8000000F 3F800000
    284DE4B0 000001C0
    8000000F 00000000
    E2000002 80008000
    8420000F 9016A904
    
    Do this during the level select screen
    Code:
    [COLOR=Yellow][B]Death Boundary Mod V2[/B][/COLOR][spunit262]
    C2931438 0000001D
    3C004248 90010008
    C0610008 3C004B00
    60000800 90010008
    C0210008 3C809018
    A0640F3A 88840F3C
    811D0020 38A2FCD8
    84C50008 80E50004
    54C0463E 7C001800
    40A2009C 54C0673E
    2C00000F 41A2000C
    7C002000 40A20088
    54C0E53F 4182001C
    68000800 B001000A
    C0010008 FC000828
    FC80182A D0880000
    54C0452E 50E0463F
    4182001C 68000800
    B001000A C0410008
    FC420828 FC821828
    D0880004 54E0A53F
    4182001C 68000800
    B001000A C0C10008
    FCC60828 FC861828
    D0880008 54E0053F
    4182001C 68000800
    B001000A C0E10008
    FCE70828 FC87182A
    D088000C 7CC03B79
    4082FF50 00000000
    [B][COLOR=Yellow]Death Boundary Mod Data[/COLOR] [/B][spunit262]
    065A9000 000000[COLOR=DarkOrange][B]ZZ[/B][/COLOR]
    [COLOR=Yellow][B]XX[/B][/COLOR][COLOR=Red][B]Y[/B][/COLOR]0[COLOR=Lime][B]LLL[/B][/COLOR][COLOR=DeepSkyBlue][B]R RR[/B][/COLOR][COLOR=DarkOrchid][B]TTT[/B][/COLOR][COLOR=Sienna][B]VVV[/B][/COLOR]
    
    [COLOR=DarkOrange][B]Z[/B][/COLOR]=it the byte count of the data, It's 8*number_of_lines **IN HEX**.
    [COLOR=Yellow][B]X[/B][/COLOR]=stage
    [COLOR=Red][B]Y[/B][/COLOR]=sub-id,(F=all)
    [COLOR=Lime][B]LLL[/B][/COLOR]=left-boundary in hex.
    [COLOR=Cyan][B]RRR[/B][/COLOR]=right-boundary in hex.
    [COLOR=DarkOrchid][B]TTT[/B][/COLOR]=top-boundary in hex.
    [COLOR=Sienna][B]VVV[/B][/COLOR]=bottom-boundary in hex
    
    1 Custom Block=20 units or 0x14 hex
    [B][COLOR=LightBlue]
    0 is default[/COLOR][/B]
    Code:
    [COLOR=Yellow][B]Luigi's Mansion Flatlands:[/B][/COLOR]'(Phantom wings)
    4A000000 90180F3A
    38000000 FF000004
    48000000 805B8ADC
    DE000000 80008180
    1400020C 4F000000
    3000024C 00000000
    1400024C 01010101
    3000024D 03030303
    1400024C 00000000
    E2000001 00000000
    14000250 41C00000
    14000254 41C00000
    1400025C C1C00000
    14000260 41C00000
    90010000 00000000
    58010000 FFFFFDF0
    10000150 00000007
    14000154 4F000000
    4A001000 00000000
    58010000 FFFFFDFC
    10000150 00000007
    14000154 4F000000
    E0000000 80008000
    
    Code:
    [COLOR=Yellow][B]Corneria Stage Size etc. Modifier[/B][/COLOR] (Y.S)
    48000000 80B84EB0
    DE000000 80008180
    58010000 0000000C
    58010000 00000390
    300000E4 00000031
    58010000 000000DC
    58010000 00000008
    1600000C 00000030
    XXXXXXXX XYXYXYXY
    XZXZXZXZ OXOXOXOX
    XYXYXYXY YYYYYYYY
    ZYZYZYZY OYOYOYOY
    ZXZXZXZX ZYZYZYZY
    ZZZZZZZZ OZOZOZOZ
    E0000000 80008000
    
    
    Following values are floating point number.
    
    XXXXXXXX    Size X (Default : 3F800000)
    XYXYXYXY    Rotation in X-Y plane (Default : 00000000)
    XYXYXYXY    Rotation in X-Z plane (Default : 00000000)
    OXOXOXOX    Offset X (Default : 00000000)
    XYXYXYXY    Rotation in X-Y plane (Default : 00000000)
    
    YYYYYYYY    Size Y (Default : 3F800000)
    ZYZYZYZY    Rotation in Z-Y plane (Default : 00000000)
    OYOYOYOY    Offset Y (Default : 00000000)
    ZXZXZXZX    Rotation in Z-X plane (Default : 00000000)
    ZYZYZYZY    Rotation in Z-Y plane (Default : 00000000)
    
    ZZZZZZZZ    Size Z (Default : 3F800000)
    OZOZOZOZ    Offset Z (Default : 00000000)
    
    
    
    
    For other regions, replace 48000000 80B84EB0 with the following;
    
    NTSC-JPN
    48000000 80B84A10
    
    PAL
    48000000 80B80EB0
    Code:
    NTSC-USA[B][COLOR=Yellow]
    Yoshi Island Size etc. Modifier [/COLOR][/B][Y.S.]
    4A000000 90180F38
    38000002 FF00000D
    48000000 80B84EB0
    DE000000 80008180
    58010000 0000000C
    58010000 00000390
    300000E4 0000000D
    92210000 000000DC
    48001000 0000000C
    1600000C 00000030
    XXXXXXXX XYXYXYXY
    XZXZXZXZ OXOXOXOX
    XYXYXYXY YYYYYYYY
    ZYZYZYZY OYOYOYOY
    ZXZXZXZX ZYZYZYZY
    ZZZZZZZZ OZOZOZOZ
    48001000 00000018
    1800000C 40000000
    20020014 00000000
    1600000C 00000030
    XXXXXXXX XYXYXYXY
    XZXZXZXZ OXOXOXOX
    XYXYXYXY YYYYYYYY
    ZYZYZYZY OYOYOYOY
    ZXZXZXZX ZYZYZYZY
    ZZZZZZZZ OZOZOZOZ
    E0000000 80008000
    
    
    
    
    
    Following values are floating point numbers.
    
    XXXXXXXX    Size X (Default : 3F800000)
    XYXYXYXY    Rotation in X-Y plane (Default : 00000000)
    XYXYXYXY    Rotation in X-Z plane (Default : 00000000)
    OXOXOXOX    Offset X (Default : 00000000)
    XYXYXYXY    Rotation in X-Y plane (Default : 00000000)
    
    YYYYYYYY    Size Y (Default : 3F800000)
    ZYZYZYZY    Rotation in Z-Y plane (Default : 00000000)
    OYOYOYOY    Offset Y (Default : 00000000)
    ZXZXZXZX    Rotation in Z-X plane (Default : 00000000)
    ZYZYZYZY    Rotation in Z-Y plane (Default : 00000000)
    
    ZZZZZZZZ    Size Z (Default : 3F800000)
    OZOZOZOZ    Offset Z (Default : 00000000)

    ~~~~~~~~~Movement~~~~~~~~~


    Code:
    [COLOR=Yellow][B]Dash Dancing: [/B][/COLOR] Phantom wings (5 lines)
    C271F474 00000004
    81830058 2C0C000E
    4182000C C0230040
    48000008 FC20D090
    60000000 00000000
    
    Code:
    [COLOR=Yellow][B]Buffer Modifier:[/B][/COLOR] (16 lines) Phantom Wings; Almas 
    0485B784 386000[COLOR=Yellow][B]02[/B][/COLOR]
    
     Frames allowed for the Buffer (0-A)
    [COLOR=LightBlue][B]"A" is the default and maximum.[/B][/COLOR]
    
    Code:
    [COLOR=Yellow][B]
    Ignore Handicap (offline play) [/B][/COLOR][Y.S.] 
    04050550 38000000
    
    [COLOR=Yellow][B]Handicap Disable (online play)[/B][/COLOR] [spunit262]
    046F3DA4 60000000
    
    [COLOR=Yellow][B] Buffer scale = Handicap scale[/B][/COLOR] [Y.S, Phantom Wings, spunit262] 
    
    C285B784 00000006
    807F002C 3C809018
    806300F4 60840FDC
    1C63005C 7C83202E
    3860000A 2C040064
    40800008 7C641BD6
    60000000 00000000
    [COLOR=LightBlue][B]
    Handicap [%]    Buffer [Frames][/B][/COLOR]
      0         0
     10         1
     20         2
     30         3
     40         4
     50         5
     60         6
     70         7
     80         8
     90         9
    100~300        10
    Code:
    [B][COLOR=Yellow] Momentum Capture V4.3[/COLOR][/B] [Phantom wings, spunit262]
    C28669D8 00000013
    3C008180 809D0008
    8084FFFC 7C040000
    4080000C 80840030
    48000008 3880FFFF
    807D007C A0E30006
    80630038 2C03000B
    40A20044 3C004540
    901B000C C05B000C
    38A2FE5C 84C50004
    7CC0C671 4180000C
    7C002000 4082FFF0
    54C0027E 6C004540
    901B000C C01B000C
    FC001028 C03B0008
    FC210032 2C030022
    41800014 2C04002F
    40A20010 2C070112
    41A00008 D03B0008
    60000000 00000000
    C277F794 00000002
    801E0034 B01E0006
    801E0048 00000000
    [B][COLOR=LightBlue]
    no momentum on sonic spin dash[/COLOR][/B]
    
    [COLOR=Yellow][B]Momentum Capture V4 Data [/B][/COLOR][spunit262]
    065A9180 000000[COLOR=DarkOrange][B]20[/B][/COLOR]
    [COLOR=PaleGreen]14000D9A 21000C00
    0E000C00 20000B33
    07000C00 2F001C00
    1800119A FF000E66
    
     Values:
    -Momentum V4
    Lucario: 75%
    Sheik: 75%
    D3: 70%
    MK: 75%
    Pika: 85%
    Sonic: 175%
    ZSS: 110%
    
    Global 90%
    [/COLOR]
    
    [COLOR=PaleTurquoise][B] Float 2048+X[/B][/COLOR] 
    [B][COLOR=DarkOrange]20[/COLOR][/B] is byte count
    
    Needs "Character Id Fix".
    Format is 
    [COLOR=Yellow][B]XX[COLOR=Red]YYYYYY[/COLOR][/B][/COLOR]
    
    [COLOR=Yellow][B]XX [/B][/COLOR]is character id, FF is for everyone not listed, and ends the list.
    [COLOR=Red][B]YYYYYY [/B][/COLOR]is a "23-bit fixed-point" to convert to it add 2048 to your value
     and use the last 6 digts after puting it though a 32-bit floating-point
     converter, also the first 3 digtes are just regular hex.
    
    Code:
    [B][COLOR=Yellow]Ukemi Roll speed Modifier[/COLOR][/B] Phantom wings (27 lines)
    
    80000000 80623320
    80000001 00000000
    60000006 00000000
    60000003 00000001
    4A001000 00000000
    4A101001 00000000
    36000000 00000032
    58010000 00000004
    DE000000 80008180
    58010000 00000060
    DE000000 80008180
    90010002 00000000
    48001002 0000007C
    30000038 00000061
    48001002 00000014
    90010003 00000040
    4A000000 805A0100
    92210004 00000000
    86A00004 [B][COLOR=Yellow]3F800000[/COLOR][/B]
    88910003 00000004
    80100001 00000008
    62000000 00000001
    E200000F 00000000
    80000001 00000000
    80100000 00000244
    62000000 00000000
    E0000000 80008000
    [B][COLOR=LightBlue]
    Recommended Value : Float .5[/COLOR][/B]
    Code:
    [COLOR=Yellow][B]scar jumping[/B][/COLOR] [Cross1955, spunt262]
    04b88efc 00000000
    Code:
    [B][COLOR=Yellow]Shield during dash dance[/COLOR] [/B][spunit262, Phantom Wings]
    C2764F38 00000005
    809EFFFC 80A4007C
    80A50038 2C050003
    40A20010 3C004F00
    80840014 90040040
    60600008 00000000
    ~~~~~~~~~~Shields~~~~~~~~~~

    Code:
    [COLOR=Yellow][B] Perfect shield window MOD[/B][/COLOR] Spunit262 (1 line)
    04B88F20 0000000[COLOR=Yellow][B]4[/B][/COLOR]
    [COLOR=LightBlue][B]
    Yellow is brawls default in frames[/B][/COLOR]
    
    Code:
    [COLOR=Yellow][B]Shield Max[/B][/COLOR] [spunit262]
    04B88440 [B][COLOR=Yellow]42480000 [/COLOR][/B]
    [COLOR=LightBlue][B]Default Float 50[/B][/COLOR]
    
    [COLOR=Yellow][B]Shield Reset[/B][/COLOR] [spunit262]
    04B88458 [B][COLOR=Yellow]41F00000 [/COLOR][/B]
    [COLOR=LightBlue][B]Default Float 30[/B][/COLOR]
    
    [COLOR=Yellow][B]Shield Loss[/B][/COLOR] [spunit262]
    04B88450 [COLOR=Yellow][B]3E8F5C29 [/B][/COLOR]
    [B][COLOR=LightBlue]Default Float 0.28[/COLOR][/B]
    
    [B][COLOR=Yellow]Shield Gain[/COLOR][/B] [spunit262]
    04B88454 [COLOR=Yellow][B]3D8F5C29 [/B][/COLOR]
    [COLOR=LightBlue][B]Default Float 0.07[/B][/COLOR]
    
    [COLOR=Yellow][B]Shield damage ratio[/B][/COLOR] [spunit262]
    04B8847C [COLOR=Yellow][B]3E99999A [/B][/COLOR]
    [COLOR=LightBlue][B]Default Float 0.3[/B][/COLOR]
    [COLOR=Wheat][B]
    attack_damag*(1-X)=shield_damage[/B][/COLOR]

    ~~~~Jump/Gravity/Friction~~~~

    Code:
    [COLOR=Yellow][B]Upwards Gravity Modifier[/B][/COLOR] (paprika_killer original, Almas port NTSC-U)
    04641520 [COLOR=Yellow][B]XXXXXXXX[/B][/COLOR]
    
    [COLOR=Yellow][B]Downwards Gravity Modifier[/B][/COLOR]
    04641524 [COLOR=Yellow][B]XXXXXXXX[/B][/COLOR]
    
    You don't need both, you can use each one separately, it'll just mean the other one will be the default gravity.
    [URL="http://babbage.cs.qc.edu/IEEE-754/Decimal.html"]
    Use to calculate floating points[/URL]
    
    Some Floating Points for Testing
    1.05: 3F866666
    1.10: 3F8CCCCD
    1.15: 3F933333
    1.20: 3F99999A
    1.25: 3FA00000
    1.30: 3FA66666
    1.35: 3FACCCCD
    
    Test with either upwards or downwards, but, you mostly want downwards because that is fallspeed and thus, does not nerf recoveries or jumps.

    Code:
    
    [code][COLOR=Yellow][B]Short Hop Height/Fast Fall Speed Multiplier [/B][/COLOR][Almas, 9 Lines]
    045A9304 [COLOR=Yellow]3F800000[/COLOR]
    045A9308 [COLOR=Red]3F800000[/COLOR]
    C285765C 00000006
    3FC0805A 3BDE7304
    2C002F20 4082000C
    C3FE2000 EC3F0072
    2C002F5C 4082000C
    C3FE2004 EC3F0072
    4E800020 00000000
    
    Where [COLOR=Yellow]Yellow [/COLOR]is Brawl's
     default for short hop height (a lower value
     corresponds to a lower height, I recommend at 
    least 0.8 else some characters don't even leave 
    the ground), and [COLOR=Red]Red [/COLOR]is 
    Brawl's default for fastfall speed (a higher value 
    corresponds to a faster fastfall).
    Code:
    [COLOR=Yellow][B]Global Friction Modifier[/B][/COLOR][Igglyboo]
    04520100 [COLOR=Yellow][B]XXXXXXXX[/B][/COLOR]
    C2857658 00000006
    9421FF80 BC410008
    3EC08052 C3360100
    C023D134 3AC02EF0
    7C00B000 40820008
    EC21C82A B8410008
    38210080 00000000
    
    Adds a [B][COLOR=Yellow]XXXXXXXX[/COLOR][/B](floating point) to the default friction(more friction = less sliding).
    Here are a few examples of some default frictions.
    
    Luigi:    0.022000
    Captain Falcon:  0.050000
    Bowser:  0.057700
    Kirby:    0.049300
    
    Code:
    [COLOR=Yellow][B]Charactor Id Fix[/B][/COLOR] [spunit262]
    C28152E4 0000000[COLOR=White]2[/COLOR]
    819E003C 907EFFFC
    60000000 00000000
    [COLOR=LightBlue][B]
    Just add this code[/B][/COLOR]
    
    
    ~~~~Character Specific~~~~
    Code:
    [COLOR=Yellow][B]P.Trainer Infinite Stamina:[/B][/COLOR] [Phantom Wings, spunit262] (1 line)
    04A8BDAC 60000000
    Code:
    [B][COLOR=Yellow] PT No Swap on Death[/COLOR][/B] [Y.S., Phantom Wings, spunit262]
    C2816B1C 00000004
    7FA4EB78 2C1A0000
    40A00010 2C170115
    40820008 8883000A
    60000000 00000000
    
    Code:
    
    [COLOR=Yellow][B]Only Swap by Down-B[/B][/COLOR] [Y.S., Phantom Wings, spunit262]
    C2816B1C 00000004
     7FA4EB78 2C170115
     41820010 2C1A0023
     41820008 8883000A
     60000000 00000000
    
    Code:
    [COLOR=Yellow][B]Press Shield for No Swap V1.1[/B][/COLOR] [Y.S., Phantom Wings, spunit262]
    C2816B1C 0000000C
    7FA4EB78 88A3000A
    54A61838 7CC33214
    80C60034 80C60060
    80C60068 80C60074
    70C00008 41820034
    80E30030 2C07001F
    41A10028 2C070003
    4182001C 2C070018
    41820014 2C07001C
    41A00010 2C170115
    41820008 7CA42B78
    60000000 00000000
    [COLOR=LightBlue][B]
    This is during the match at death. Pkmn auto swap unless you hold shield[/B][/COLOR]
    
    [COLOR=Yellow][B] Press Shield to allow Swap V1.1[/B][/COLOR] [Y.S., Phantom Wings, spunit262]
    C2816B1C 0000000C
    7FA4EB78 88A3000A
    54A61838 7CC33214
    80C60034 80C60060
    80C60068 80C60074
    70C00008 40A20034
    80E30030 2C07001F
    41A10028 2C070003
    4182001C 2C070018
    41820014 2C07001C
    41A00010 2C170115
    41820008 7CA42B78
    60000000 00000000[COLOR=LightBlue][B]
    
    This is during the match at death. Pkmn don't auto swap unless you hold shield[/B][/COLOR]
    
    Code:
    [COLOR=Yellow][B]Glide Stop: [/B][/COLOR][phantom wings]
    C29131B0 00000005
    8095007C 80840038
    2C040084 40820014
    388000FF 80B40020
    80A5000C 90850004
    809900AC 00000000[COLOR=LightBlue][B]
    
    -Attacking or canceling the glide always goes into
     the fall state as if it were the last jump
    
    -You lose all your jumps when you glide so if 
    your hit out, you only have your other recoveries to save you[/B][/COLOR]
    Code:
    [COLOR=Yellow][B]Multiuse Icarus Wings:[/B][/COLOR] [phantom wings]
    80000000 80623320
    80000001 00000000
    60000006 00000000
    60000003 00000001
    4A001000 00000000
    4A101001 00000000
    30000000 00000017
    58010000 00000004
    DE000000 80008180
    58010000 00000060
    DE000000 80008180
    58010000 00000070
    58010000 00000020
    58010000 0000001C
    90010002 00000004
    86410002 20000000
    80100001 00000008
    62000000 00000001
    E200000F 00000000
    80000001 00000000
    80100000 00000244
    62000000 00000000
    E0000000 80008000
    [COLOR=LightBlue][B]
    Allows pit to use his Icarus Wings multiple times, but the 
    amount of time left degrades on a cumulative scale.[/B][/COLOR]
    
    [COLOR=Yellow][B]Multiuse Icarus Wings:[/B][/COLOR] [phantom wings] [COLOR=Magenta][B](compatible for double gct method)[/B][/COLOR]
    
    48000000 80B87C28
    58010000 00000154
    58010000 00000000
    90010000 00000030
    80000001 00000000
    60000006 00000000
    60000003 00000001
    4A001000 00000000
    4A101001 00000000
    30000000 00000017
    58010000 00000004
    DE000000 80008180
    58010000 00000060
    DE000000 80008180
    58010000 00000070
    58010000 00000020
    58010000 0000001C
    90010002 00000004
    86410002 20000000
    80100001 00000008
    62000000 00000001
    E200000F 00000000
    80000001 00000000
    80100000 00000244
    62000000 00000000
    E0000000 80008000


    ~~~~Combination Codes~~~~
    Code:
    [COLOR=Yellow][B]Frame Speed Mod Engine V3.1[/B][/COLOR] [spunit262, Phantom Wings]
    C2766C20 00000012
    3C008180 807D0008
    8063FFFC 7C030000
    4080000C 80630030
    48000008 386000FF
    809D0014 C0240040
    FC40081E 81240058
    61298000 D8410008
    8001000C 80BD007C
    80A50038 38C200D8
    84E60008 2C070000
    41820038 7CE8C671
    41A0000C 7C081800
    4082FFE8 54E8863E
    7C004000 41A0FFDC
    54E8043E 7C082800
    4182000C 7C084800
    4082FFC8 C0060004
    D01F0010 00000000
    C2766FB8 00000003
    2C1D0001 4182000C
    C0230010 48000008
    C02283C8 00000000
    
    [COLOR=Yellow][B]Frame Speed Mod Data V3.1
    [/B][/COLOR]065A9400 000000[COLOR=DarkOrange][B]58[/B][/COLOR]
    FF000018 [B][COLOR=yellow]ARIALLAG[/COLOR][/B]
    FF000074 [B][COLOR=Red]LEDGELAG[/COLOR][/B]
    FF00000A [B][COLOR=yellow]JUMPSTAR[/COLOR][/B]
    FF000061 [B][COLOR=red]UKEMROLL[/COLOR][/B]
    XXXXXXXX XXXXXXXX
    
    Format is
    [B][COLOR=Yellow]XX[/COLOR][COLOR=Lime]YY[/COLOR][COLOR=Red]ZZZZ[/COLOR][/B] [COLOR=DeepSkyBlue][B]LLLLLLLL[/B][/COLOR]
    
    [COLOR=Yellow][B]XX [/B][/COLOR]is [URL="http://www.smashboards.com/showpost.php?p=5950239&postcount=174"]Character ID labels[/URL]
    [COLOR=Lime][B]YY [/B][/COLOR]is the first frame the speed mod is applied (experimental).
    0[COLOR=Red][B]ZZZ[/B][/COLOR] is the [URL="http://www.smashboards.com/showpost.php?p=6616551&postcount=6628"]action id
    [/URL] 8[COLOR=Red][B]ZZZ[/B][/COLOR] is the [URL="http://www.smashboards.com/showpost.php?p=6915851&postcount=8857"]animation id[/URL]
    [COLOR=DeepSkyBlue][B]LLLLLLLL [/B][/COLOR]is the multiplier for frame speed.
    
    [COLOR=DarkOrange][B]58[/B][/COLOR] is the byte count in hex. (Number of following lines X 8)
    Code:
    [COLOR=Yellow][B]Hitbox Property Mod Engine V1.1 [/B][/COLOR][Phantom Wings, spunit262]
    C2744930 00000017
    3CA08180 80FC0028
    81070008 8108FFFC
    7C082800 40800098
    81080030 80DE0020
    5106C00E 80BE0000
    50A6821E 80BE0018
    50A6442E 80E7007C
    80E70038 813E0030
    5127C0CE 80BE0014
    50A76226 390204CC
    85480014 81680004
    7D455B79 41820050
    7C0A3000 4082FFEC
    7C0B3800 4082FFE4
    88A80008 90BE0000
    88A80009 90BE0018
    88A8000A 90BE0020
    88A8000B 50A906FE
    913E0030 A0A8000C
    90BE0014 80A80010
    2C05FFFF 41820008
    90BE0034 7F66DB78
    60000000 00000000
    
    [COLOR=Yellow][B]
    Hitbox Property Mod Data[/B][/COLOR] [Phantom Wings, spunit262]
    065A9800 00000014
    [COLOR=Red][B]GG[/B][/COLOR][COLOR=Magenta][B]HH[/B][/COLOR][COLOR=Lime][B]II[/B][/COLOR][COLOR=DarkOrange][B]JJ[/B][/COLOR] [COLOR=Purple][B]KK[/B][/COLOR][COLOR=DeepSkyBlue][B]LLL[/B][/COLOR][COLOR=Sienna][B]MMM[/B][/COLOR]
    [COLOR=Pink][B]NN[/B][/COLOR][COLOR=PaleGreen][B]OO[/B][/COLOR][COLOR=SandyBrown][B]PP[/B][/COLOR][COLOR=Plum][B]QQ[/B][/COLOR] [COLOR=LightBlue][B]RRRR[/B][/COLOR]0000
    [COLOR=Navy][B]SSSSSSSS [/B][/COLOR]00000000
    
    [COLOR=Red][B]GG [/B][/COLOR]character id
    [COLOR=Magenta][B]HH [/B][/COLOR]original damage
    [COLOR=Lime][B]II [/B][/COLOR]original KB gain
    [COLOR=DarkOrange][B]JJ [/B][/COLOR]original Base KB
    [COLOR=Purple][B]KK [/B][/COLOR]original Element
    [COLOR=DeepSkyBlue][B]LLL [/B][/COLOR]original launch angle
    [COLOR=Sienna][B]MMM [/B][/COLOR]action id
    [COLOR=Pink][B]NN [/B][/COLOR]new damage
    [COLOR=PaleGreen][B]OO [/B][/COLOR]new KB gain
    [COLOR=SandyBrown][B]PP [/B][/COLOR]new Base KB
    [COLOR=Plum][B]QQ [/B][/COLOR]new Element
    [COLOR=LightBlue][B]RRRR [/B][/COLOR]new launch angle
    [COLOR=Navy][B]SSSSSSSS [/B][/COLOR]new SFX[COLOR=LightBlue][B]
    
    Launch angle is in degree and some values over 360 have special 
    meaning (361=20, 362=0, 363=270, 364=10? 365=no launch)[/B][/COLOR]
    
    [COLOR=Yellow][B]Reverse Knee fix[/B][/COLOR]
    09065023 00169033
    135D1E03 00200000
    85A00000 
    [COLOR=Yellow][B]
    Ness' Bat[/B][/COLOR]
    0A123E32 0016902C
    123E3200 01690000
    8BA05276 0A143E32
    0016902C 143E3200
    01690000 8BA05276
    0A163E32 0016902C
    163E3200 01690000
    8BA05276 0A183E32
    0016902C 183E3200
    01690000 8BA05276
    [COLOR=Yellow][B]
    Rest values[/B][/COLOR]
    250F4B64 0E058115
    1F328005 002D0000
    FFFFFFFF
    [COLOR=Yellow][B]
    Giga bowsers in Bowser's skin
    [/B][/COLOR]http://www.smashboards.com/showpost.php?p=5952535&postcount=183
    ~~~~Air dodging~~~~

    Code:
    [B][COLOR=Yellow]Hybrid Air Dodge:[/COLOR] (90 Lines) [Phantom Wings][/B]
    [SIZE=3][COLOR=red][SIZE=2][COLOR=White]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
    92210004 00000070
    92210006 0000007C
    92210009 00000018
    58010000 00000088
    92210007 00000064
    92210008 00000058
    48001004 00000024
    92210005 0000000C
    48001004 00000020
    92210004 00000014
    4A001004 00000000
    32000018 00000000
    4A001006 00000000
    30000038 00000021
    4A001002 00000000
    36000040 41000000
    4A001003 00000000
    9221000A 00000038
    9221000B 0000003C
    4A001005 00000000
    3000000C 00000000
    1400000C 00000001
    9421000A 00000010
    9421000B 00000014
    4A001004 00000000
    14000014 00000000
    E2000001 00000000
    4A001005 00000000
    9221000A 00000010
    9221000B 00000014
    86A0000A 40000000
    86A0000B 40000000
    4A001007 00000000
    9421000A 00000008
    4A001008 00000000
    9421000B 0000000C
    4A001002 00000000
    34000041 41000000
    36000040 42000000
    4A001007 00000000
    14000008 00000000
    4A001008 00000000
    1400000C 3E000000
    34000041 41C00000
    4A000000 805A0100
    9221000A 00000000
    4A001002 00000000
    9001000B 00000040
    8891000B 0000000A
    34000041 42100000
    4A001004 00000000
    14000018 00000000
    E2000005 00000000
    4A000000 805A0100
    9221000A 00000000
    4A001004 00000000[/COLOR][/SIZE][SIZE=2][COLOR=White] 
    36000014[/COLOR][/SIZE][SIZE=2][COLOR=Red][B] 42000000[/B][/COLOR][/SIZE][SIZE=2]
    [/SIZE] [SIZE=2][COLOR=White]9001000B 00000014
    8891000B 0000000A
    4A001006 00000000
    32000038 00000021
    4A001004 00000000
    14000018 00000000
    E2000001 00000000[/COLOR][/SIZE][SIZE=2]
    [/SIZE] [SIZE=2][COLOR=White]34000015[/COLOR][/SIZE][SIZE=2][COLOR=Cyan][I] 41FFFFFF[/I][/COLOR][/SIZE][SIZE=2]
    [/SIZE] [SIZE=2][COLOR=White]4A001009 00000000
    3000014C 00000000
    4A001004 00000000
    14000018 00000001
    E2000002 00000000
    80100001 00000008
    62000000 00000001
    E200000F 00000000
    80000001 00000000
    80100000 00000244
    62000000 00000000
    E0000000 80008000
    [/COLOR][/SIZE][/COLOR][/SIZE]
    Note: For modifying the timer delay for the code, all you need to do is change the [B][COLOR=Red]Bold[/COLOR][/B] value to the amount of time(in floating point) and the [I][COLOR=Cyan]Italicized[/COLOR][/I] value the[COLOR=Red][B] Bold [/B][/COLOR]value -1.
    
    [B]Supports:[/B]
    -A single Melee Air Dodge until you make contact with the ground again.
    -A timer delay that will force you to wait a few frames if you're Melee Air Dodge is interrupted([I]Wavedash[/I]).
    -Single direction Air Dodge.
    -Everything that the original Melee Air Dodge Code had.
    

  5. kupo15

    kupo15 Smash Hero

    Joined:
    Mar 14, 2008
    Messages:
    6,939
    Location:
    Playing Melee
    BETA codes

    BETA CODES
    Code:
    
    [COLOR=Yellow][B]Tech window[/B][/COLOR] [spunit262, Phantom Wings]
    04B88EC0 [B][COLOR=Yellow]00000014
    [/COLOR][/B]
    [B][COLOR=Yellow] [COLOR=LightBlue]Default is 6[/COLOR][/COLOR][/B]

    Code:
    [COLOR=Yellow][B]Manual l canceling [/B][/COLOR](53 lines) Phantom Wings  **BETA
    
    Halves the landing lag from aerials by pressing shield before landing
    
    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
    92210004 0000007C
    58010000 000000C4
    92210006 00000010
    4A000000 805A0100
    92210007 00000000
    88A00006 00000007
    88A00007 00000006
    86A00007 BF800000
    4A001004 00000000
    32000036 00000018
    4A001003 00000000
    360000C4 80000000
    92210005 000000C4
    88900005 00000007
    94210005 000000C4
    360000C9 80000000
    92210005 000000C8
    88900005 00000007
    94210005 000000C8
    340000C5 80000000
    38000076 FFF70008
    140000C4 42140000
    140000C8 40E00000
    E2000003 00000000
    4A001004 00000000
    30000036 00000018
    4A001003 00000000
    360000C8 80000000
    4A001002 00000000
    92210005 00000040
    88900005 00000006
    94210005 00000040
    E2000002 00000000
    80100001 00000008
    62000000 00000001
    E200000F 00000000
    80000001 00000000
    80100000 00000244
    62000000 00000000
    E0000000 80008000
    
    [quote]Things to fix:
    -Make timing closer to ground[/quote]
    Code:
    -[COLOR=Yellow][B]Melee Air dodging [/B][/COLOR](Phantom wings) 88 lines **BETA
    
    42000000 80000000
    80000000 80623320
    80000001 00000000
    60000006 00000000
    80000002 806212BC
    4A001000 00000000
    36000024 00000007
    92210003 00000024
    86100003 000001C4
    88000002 00000003
    4A001002 00000000
    92210002 00000000
    4A001002 00000000
    DE000000 80008180
    92210003 00000010
    92210004 00000014
    86A00003 40000000
    86A00004 40000000
    60000003 00000001
    4A001000 00000000
    4A101001 00000000
    36000000 00000032
    58010000 00000004
    DE000000 80008180
    58010000 00000060
    92210006 0000007C
    92210007 00000014
    58010000 00000088
    92210008 00000058
    92210009 00000064
    4A001006 00000000
    30000038 00000021
    4A001007 00000000
    36000040 41C00000
    4A001006 00000000
    58010000 0000002C
    58010000 00000004
    100000E4 00000001
    1000010C 00000001
    10000120 00000001
    10000134 00000001
    10000170 00000001
    4A001008 00000000
    1400000C 3E300000
    4A001007 00000000
    36000041 41000000
    4A001008 00000000
    94210004 0000000C
    4A001009 00000000
    94210003 00000008
    4A001007 00000000
    34000041 41000000
    4A001009 00000000
    14000008 00000000
    4A001007 00000000
    34000041 41000000
    9001000A 00000040
    4A000000 805A0100
    92210005 00000000
    86A00005 3FC00000
    8891000A 00000005
    E2000002 00000000
    4A001006 00000000
    32000038 00000021
    32000038 0000007F
    32000038 00000080
    32000038 00000083
    58010000 0000002C
    58010000 00000004
    100000E4 00000000
    1000010C 00000000
    10000120 00000000
    10000134 00000000
    10000170 00000000
    E2000004 00000000
    80100001 00000008
    62000000 00000001
    E200000F 00000000
    80000001 00000000
    80100000 00000244
    62000000 00000000
    C27816DC 00000004
    8963FFFC 2C0B0001
    40820008 48000010
    39600000 9963FFFC
    98030000 00000000
    E0000000 80008000
  6. Anth0ny

    Anth0ny Smash Master

    Joined:
    Oct 14, 2007
    Messages:
    4,062
    Location:
    Toronto, Ontario
    How about hookshot to anywhere on stage instead of it auto sweet spotting the ledge?

    Also, some personal things I'd like to **** around with:

    Fox can jump out of his shine, Falcon's knee always sweetspots.
  7. mariofanpm12

    mariofanpm12 Smash Ace

    Joined:
    Mar 20, 2008
    Messages:
    996
    Location:
    Louisiana
    slighlty speed up overall gameplay (1.25 times?)

    and you forgot these codes:

    melee airdodge
    s-cancel
  8. zxeon

    zxeon Smash Lord

    Joined:
    Apr 11, 2006
    Messages:
    1,476
    Location:
    Indianapolis, Indiana
    You forgot the SSBM airdodge code.
  9. MuBa

    MuBa Smash Lord

    Joined:
    Nov 4, 2005
    Messages:
    1,958
    Location:
    Dragon Kick you into the Milky Way!
    I agree with zxeon that the Melee Airdodge is to be considered perfect.

    Although it's very debatable that an autocancelable aerial may become an issue. I'd say we just get a bigger time window for pressing L to half the lag of aerials.
  10. 5ive

    5ive Smash Champion

    Joined:
    Mar 13, 2008
    Messages:
    2,008
    Location:
    USA USA USA
    gg guys. Excellent OP.
  11. Jiangjunizzy

    Jiangjunizzy Smash Lord

    Joined:
    Nov 9, 2006
    Messages:
    1,184
    Location:
    irvine, CA
    you don't need to agree with kupo. he's just trying to advertise his preferred version of brawl. this is apparent by the omission of the melee airdodge code lol. you can use whatever hacks you want.
  12. 5ive

    5ive Smash Champion

    Joined:
    Mar 13, 2008
    Messages:
    2,008
    Location:
    USA USA USA
    We are starting to near the time where we need to find a standard,
    and debating will help that.
  13. kupo15

    kupo15 Smash Hero

    Joined:
    Mar 14, 2008
    Messages:
    6,939
    Location:
    Playing Melee
    lol you guys. Maybe you should read the whole post
    I didnt add the melee air dodge code because I dont know where it goes! So...where does it go???????

    Umm, we actually have been debating auto l canceling for a long time. You should read the S vs L cancel thread.

    And apparently you haven't been reading my posts as carefully as you say. How many times have I said I want to keep brawl as much as brawl as possible? Several times. This is one reason why I am against melee air dodging, but you are for it? Thats odd...

    Duh stay away from character mods.

    I am not trying to take charge, I am just not content with sitting on my *** hoping that the codes we want get made. I have asked ppl what codes I am missing so I am not the leader of the project. Im trying to help organize it, unless you like a glitchy l cancel and hitstun code....>_>

    You actually can trust me to keep brawl's best interest at heart, but you don't so w/e

    Right, forgot s canceling.

    lol, not at all. This is a non biased list. This is just to organize what codes we want and which needs to be perfected. Its just for organization. The biased part comes where what I think has the most priority for getting fixed/made.
  14. 5ive

    5ive Smash Champion

    Joined:
    Mar 13, 2008
    Messages:
    2,008
    Location:
    USA USA USA
    Very well then.
    I just don't want this to get out of hand.
  15. wazgood

    wazgood Smash Ace

    Joined:
    Jun 4, 2007
    Messages:
    653
    Location:
    at ur moms house lololololo
    scarjumping. please. for the love of falcon
  16. MBlaze

    MBlaze Smash Champion

    Joined:
    Jun 11, 2008
    Messages:
    2,236
    Location:
    Copiague, New York
    Needed:

    Names in replays in addition to limitless
    Pervect hitstun
    Perfect (Manual) L cancelling
    Shield Stun
    1 Brawl air dodge

    No need for:
    Melee Air dodge
    Auto L cancel
    Screwing with characters, getting out of hand

    imo
  17. SGX

    SGX Smash Journeyman

    Joined:
    Mar 10, 2007
    Messages:
    231
    In all honestly, manual L cancel makes brawl more like melee... You're not giving the players more options, you're forcing them to press L every time they do an aerial.

    If you want to keep Brawl like Brawl, but make it play better, I'd highly suggest auto L cancel.

    I also think if a) enough people want it and b) we cannot prove that it breaks the game, wavedashing/melee air dodge should stay. It already seems like enough people want it, so lets give it a fair test.


    Need list:
    Dash Dancing
    game speed code
    faster falling code
  18. Sosuke

    Sosuke Pranked!

    Joined:
    Aug 3, 2007
    Messages:
    25,085
    3DS FC:
    2578-3118-5674
    NNID:
    Sosukebzr
    Umm... >_>
    That one thing where your recovering from the ledge with R or L makes the ledge unavailable for a long time.
    <__<
    YOU KNOW WHAT I MEAN!
  19. Starscream

    Starscream Smash Ace

    Joined:
    Oct 22, 2006
    Messages:
    636
    Location:
    Burnaby, BC
    At the expense of a watered down edge-guarding game? No thanks. Just because it's unique doesn't mean it's good. Besides, both preceding Smash Bros games didn't have so it's not just about making it "like Melee" (just incase someone brings up that point).

    Melee air dodge code is perfect in the sense that it has no real bugs or glitches. But it is a bit stupid what with all the stackable wavedashes and everybody having wavedash lengths that are about the same as Melee Luigi. Not to mention that it looks stupid. >.<

    Having only 1 Brawl air dodge sounds like an awesome idea. I think this should be tested.

    And shield stun is a definite must.
  20. BrutalBrutal

    BrutalBrutal Smash Cadet

    Joined:
    Nov 7, 2008
    Messages:
    64
    Location:
    Australia
    Physics are the most important thing

    With everyone focusing on the more obvious things to be added/fixed in Brawl+, no one seems to want to address some of the more core issues.

    First off, characters are way too floaty; floatiness is a combination of several factors:
    - Slow fall speed
    - High aerial manoeuverability
    - Low aerial inertia
    - Low maximum horizontal aerial velocity

    To remedy this, every character would need to fall faster, but their fall speed shouldn't be increased by the same amount for each character: it should be dependant on their current fall speed, but the gap between the slowest- and fastest-falling characters should be widened. This would help to alleviate the normalisation of each character's physics in Brawl.

    Aerial manoeuvaribility is simple: characters should have (slightly) more difficulty in changing directions in mid-air.

    Aerial inertia is a complicated one, but very important. In melee, when most characters jump while running, they maintain the same velocity in the air as if they were still running. In Brawl, characters slow down dramatically after their jump. This should be fixed. Characters should also be able to move faster horizontally in the air.

    Shield stun should be added, as some other people mentioned, but not as much as in melee. Crouch-cancelling would be nice too.

    As a last note, while it's a good idea to look back at melee in order to figure out how to improve Brawl, I think some entirely new techs should be created which are unique to Brawl+: this would give us something new and fresh, and would be an exciting addition to the game.
  21. MBlaze

    MBlaze Smash Champion

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    How does that make it more like Melee? We had to press it in 64 too for S cancel so what makes it any different from pressing it in Brawl? And your just taking away more skill needed for timing on L cancelling, does Brawl really need to be any easier?

    And why would we mess with the game speed? That's just going way too far in. >_> I'm all for this, but many of you really need to know where to draw the line because this is getting really ridiculous.

    -Melee air dodge doesn't blend in Brawl

    -Auto L cancel, how is it not fair that one character has to press L and another doesn't? Is it fair that some characters have projectiles and others don't? And how is it not fair and say your "forcing" adv techs on a person when they go to tourneys? It's THEIR freakin job to learn these things when they go, we don't have to dumb it down for them.

    -Faster gameplay is just going way too far and that's making it more like Melee than pressing a button to lag cancel an areial. Changing the speed of Brawl would just defeat the purpose Brawl being more like 64 and having leads for hitstun.

    Plus we already have enough people on our a$$ already for making it more like Melee and hacks in general by changing stuff we shouldn't. Why prove them right?
  22. MuBa

    MuBa Smash Lord

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    You know what? Who cares if the game looks more like Melee!

    That game is the epitome of competitive excitement throughout the smash scene so why not follow the same formula and bring it on Brawl+?

    If people wanna call it Melee 2.0 then fine, so be it. As long as they like Brawl+ then it should be okay. Besides with faster falling speed edgeguarding becomes a bit easier.

    Brawl already has a couple of unique quirks such as glide tossing and being able to grab the ledge even when facing away from it. Seriously to me all I want is a more exciting version of a Smash Bros. game with more excitement like it was in Melee/64.
  23. Espy Rose

    Espy Rose ~~ѼѼѼ~~

    • Brawl Back Roomer
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    I don't see a problem with this so long as you can still do stuff out of it.

    Sonic is vulnerable after his UpB's tumble animation with the Melee Airdodge code on.

    Oh, and Melee-esque edge grabbing = lame. It's bad enough that we have some gimptastic character like MK already. You're just making him God-Mode off the level if you take away our auto-sweetspotting.
  24. Minato

    Minato Nightmare

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    Agreed. While I liked it in Melee, it wouldn't work well in Brawl. Since a lot of characters already have really great recoveries, it's only going to hurt some bad characters even more.
  25. kupo15

    kupo15 Smash Hero

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    I don't see that happening anytime soon since we dont have all of our codes the way we want them
    I agree with your wavedash assessment.
    I agree with certain views.

    Ill tell you why I think auto l cancel is the way to go. I would have no problem keeping the l cancel like melee like you want if there weren't characters with l canceled moves already. When we add codes, they should be balanced codes that help everyone fairly and within their own character limits. Manual L cancel does not do this.
    MK
    Peach
    Samus
    Pit
    pika
    etc

    They don't really need l canceling to compete. But other characters like
    Ganon
    Ike
    DK
    Charizard
    Bowser
    etc

    need l canceling. Why force other characters to learn this technique to be better when there are characters out there that dont need to? How is it ok that some characters have the chance of losing a combo because they missed the l cancel and some combo all the time because there is no chance?

    When you look at the character's and their l canceled aerials, it is all over the map. It ranges from 0 l canceled moves to 5 l canceled moves and everything inbetween. Manual l cancel is not a balanced mechanic due to the way characters were programmed. Your basically saying that char like peach, mk, and samus have the right to not worry about laggy moves, but ganon, ike, and bowser dont have the right as if they are less important.

    Its not ok for characters like bowser, ike, and ganon to have to work harder with a universal technique Characters already have weaknesses they have to deal with (except MK) and saying that only a select numbers of characters have to learn an additional tech than the rest is like segregation. Its not fair or balanced and characters should have to overcome their own weaknesses in addition to overcoming a technical weakness that is not shared by everyone.

    I agree that wavedashing doesn't work with brawl

    my problem is, ppl want it to be more like melee for the wrong reasons. I think that if we try to keep it more like brawl, it will be a more solid game than trying to fight the programming at every aspect of the game.
  26. zxeon

    zxeon Smash Lord

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    If we take make auto L-cancel doesn't that same logic apply to all timed button presses? What is so different about L-canceling that people would concider making it auto when they wouldn't even fathom making the Ukemi, Wall tech, or even shielding auto? Are we just getting lazy?
  27. 5ive

    5ive Smash Champion

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    There just isn't logic in adding auto l cancelling as it takes away from half the techskill...

    Don't we want this to be more competitive? Why take away the skill?
  28. MBlaze

    MBlaze Smash Champion

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    Perfect way to describe this. If auto was in that **** would just be horrible, I probably wouldn't even play Brawl+ if half this outrageous crap gets in.. (auto l cancel, gameplay speed up, gravity mods)

    What we also need in instead of no auto sweet spotting is a homing tethers like in Melee because most characters that have them in this game don't even work right and their regular recoveries can be gimped/edgehogged the easiest like Link, Sheik and Lucas just to name a few.
  29. wazgood

    wazgood Smash Ace

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    at ur moms house lololololo
  30. Delta_BP26

    Delta_BP26 Smash Ace

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    Everyone has to get that this isn't trying to make Brawl more competitive, per se, but make it Melee 2.0. So shouldn't we keep the Melee air dodge instead of making it just one Brawl air dodge. Add in all the Melee things, then we can work on making a Brawl 2 or something where it's made more competitive.

    Or am I wrong?
  31. Deadandlivin

    Deadandlivin Smash Apprentice

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    Some code for fixing the overall speed.

    Faster jumps, shorter short hops. Ehm.

    ALOT faster fall speed.

    Remove Auto L-Cancel.

    Ehm. Climbable(Wording) walls on FD(Like in melee). Though might not be manageable ^^

    Well, melee 2.0 would fit accordingly ! \o/
  32. MBlaze

    MBlaze Smash Champion

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    You just pretty much stated the opposite of everything that we're trying to do here.
  33. kupo15

    kupo15 Smash Hero

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    No not really. Its because everyone has to tech no matter what. Teching is not built into every character automatically. L canceling however, is built into some or all moves of a lot of characters, some none. Why should characters be at a predisposition to learn a harder tech than the rest? The predisposition should be from natural weaknesses your character has against other characters, NOT from an implementation of a game mechanic.

    I was on your side guys but I switched over. However, I wouldn't mind a better l canceling timing. A less glitchy l cancel is more important to me than auto cancel because at least I have the option to half my lag

    lol, QFT
  34. Delta_BP26

    Delta_BP26 Smash Ace

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    Okay, so you're keeping it unique and not a Melee clone... But making it more competitive? Okay then... But I still say keep the wavedashing. Maybe try the one Brawl air dodge code to see what it's like?
  35. Starscream

    Starscream Smash Ace

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    While I disagree, it wouldn't hurt to at least try it if a code can be made that removes auto-sweet spotting with the exception of tether recoveries. And it's not just a Melee thing, it was this way in Smash 64 as well. Brawl is the odd man out on this (and a lot of other things too).

    And regarding the last couple posts about teching, it's near useless at the moment. You almost always just airddoge before you hit the ground when you try to tech, with or without the hitstun code. What we need is a hitstun code that won't allow you to airdodge until you escape tumble either through attacking after hitstun, jumping after histun or tapping the control stick.

    Also, no to higher overall gravity as this affects jump heights. However, YES to higher falling gravity if it's possible.
  36. kupo15

    kupo15 Smash Hero

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    Well, teching is more predominant now with the hit stun code, although we are looking for more stun time. Yes, the teching isnt as effective at higher percents, but you see an increase in teching at the lower/mid percents.

    I would like to try the no auto sweetspot code out.

    I am for faster fast falls.

    NOTE TO ALL:

    This is not a thread to discuss the standards. This thread is made to speed along codes we want to even reach the point of discussing a standard even if they wont be added.
  37. wazgood

    wazgood Smash Ace

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    at ur moms house lololololo
  38. ChronoPenguin

    ChronoPenguin Smash Champion

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    I'm going to simply say my opinion.

    Faster Fast falls = Fine.
    Faster falls in general, I'd prefer to say no. Even though people want options and thats fine, in a standard.
    I simply have to say 1 name.
    Link.
    Faster falls would ruin him more than he is now, going off the stage 1 could kill him.
    Im aware people are trying to make it so, it's not just higher gravity overall (which would kill sonic too along with Link). However unless there was some kinda upward momentum bonus for Link. You end up boosting characters and nerfing one, if you apply it to anything other than fast falls.
    Well others would be nerfed by this, not just Link, some would see considerable boosts in play, but well...I think you may get my point.

    Auto Sweet spotting ledges.
    I think this should stay, yes the ledge game is ....weaker, however in a game where the gap between good recoveries and bad ones is quite apparent, due to some stupid decisions and lack of AT's to make up for it (Link.... Tethers, Yoshi, Ganondorf), I say it should stay. Just think of other things to improve, which im sure the minds here are capable of doing.


    Im Confused to this Gimp Mode, thing your talking about Kupo......free fall as in what exactly?

    Also would it not be smarter to just build off 1.2, and implement any features from 1.1 if needed?


    Anyways, is there a specific code for Super Armor?
    Is it possible to make a global Super Armor thing?
    What if Air Dodges....well this is just hypothetical....but a code I'd like to see (even if it didn't get used), Instead of being Invincible and what not, you just had SA when doing it.

    Also I know people love their melee airdodge but what if there was something where we kept multi air dodging, with SA ...or just singular with SA.

    ....just saying some other codes.
  39. SGX

    SGX Smash Journeyman

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    I honestly don't think the people who are demanding that L-canceling stay manual have any idea how real fighting games work, or what the purpose of a "cancel" is. =/

    When there is no advantage to NOT canceling, it's an extremely pointless technique.

    It's like "Hey guys, Guilty Gear would be so much more competitive if we had to manually cancel every aerial to do combos."

    ...no

    Besides, I really feel like manual L-canceling would alienate a good portion of newer Brawl players, and I don't think that should be our goal.

    Why don't we see how broken auto L-cancel is or isn't when we have a code to do it?
  40. SketchHurricane

    SketchHurricane Smash Ace

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    I'd take auto L-cancel over S-cancel any day. The people who are actually serious about S-cancel should have no problems whatsoever with auto L. It still achieves the goal without raping the lag differences that make the moves unique.

    But to ask you a question...was there an advantage to not L-canceling in 64/Melee? Or are you saying they should not have had it either...

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