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COMPETITIVE Brawl+: Code Agenda

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
So I was using a CSS code that had shiek, ZZS, and all the individual pokemons on it, but it removed MK. I liked it, but in our 4 player matches we were getting PT a lot since he was on the CSS 4 times. So I tried to make my own code and...well...at least the game loaded :)

I wanted a code where the three PKMN weren't on it, but it still had Shiek and ZZS icons, but no MK.

Here's the code I made:

0668310C 00000040
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800020 2C050029
40A10008 38A00028
94A30004 3B7B0001
2C1B0032 4180FFDC
48000028 60000000
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 00000028
00090C0D 0515011A
0A181710 12221121
061F0304 0713250B
190E0F02 24140823
201B2627 29046900
E8600000 00000000

Any help or tips would be appreciated.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
So I was using a CSS code that had shiek, ZZS, and all the individual pokemons on it, but it removed MK. I liked it, but in our 4 player matches we were getting PT a lot since he was on the CSS 4 times. So I tried to make my own code and...well...at least the game loaded :)

I wanted a code where the three PKMN weren't on it, but it still had Shiek and ZZS icons, but no MK.

Here's the code I made:

0668310C 00000040
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800020 2C050029
40A10008 38A00028
94A30004 3B7B0001
2C1B0032 4180FFDC
48000028 60000000
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 00000028
00090C0D 0515011A
0A181710 12221121
061F0304 0713250B
190E0F02 24140823
201B2627 29046900
E8600000 00000000

Any help or tips would be appreciated.
Where in the world did the at last line come from? It's the only thing wrong I can find, just delete it.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
can anyone make me a code for superscopes shooting stickers
unhts
1) Go to the 'Code Support Thread'. This is about using competitive hacks.

2) Use PW's Item Modifier, it's one of the easiest codes to find.

EDIT: The amount of grief this stamina code is giving me is somewhat ironic.

Try this one:
Code:
PW Merger Code [Phantom Wings, Almas, 102 Lines]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C
025A9310 00000001
32000001 0000000F
025A9312 00000001
E2000001 00000000
36000000 00000032
9221000F 00000000
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210006 00000014
92210007 00000014
92210008 00000068
92210005 00000070
92210002 0000007C
92210003 00000018
92210009 00000070
9221000A 0000007C
9221000B 00000014
9001000E 00000000
58010000 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A00100B 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000
4800100E 0000007C
30000038 00000074
86000006 00000040
86910006 40000000
E2000001 00000000
4800100E 0000007C
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 00000000
4800100E 0000007C
285A9312 FFFE0001
58010000 0000002C
92210004 00000004
4A001002 00000000
C078172C 0000000B
9421FF80 BC410008
3C808000 60841808
80A40008 80C4000C
80E40010 C0060010
C026001C FC000840
40810014 890700D4
7108007F 990700D4
4800000C 890700D5
990700D4 B8410008
38210080 4E800020
60000000 00000000
34000038 00000111
E2000002 00000000
4800100E 00000008
20001844 0000001D
14017FB0 4F000000
20001845 0000001E
14016300 4F000000
20001845 0000001F
14011124 4F000000
E2000001 00000000
4800100E 0000007C
285A9310 FFFE0001
34000038 00000042
36000038 00000049
4A001009 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000003 00000000
4800100E 0000007C
30000038 00000073
4A001005 00000000
58010000 00000020
92210005 0000001C
86310005 FFFFFFF7
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
How many of you guys would consider a HAD code if it existed?
I would love to test it out and see how it performs. You never know whether BAD or HAD is best for brawl+ until someone uses it in matches and tests it.

@8% hitstun - There are many combos that can be air dodged/countered out of at this setting. but only one that worries me. Jiggly became much more viable with the code set as she can sleep combo, and anything below 9 it limits her sleep combos much more. This doesn't mean she has none, but it takes a large chunk of them away as the opponent can get out by the % you would need to reach in the combo to kill with rest. The higher the % the harder it is to reach an opponent to rest after a uair and even a nair/bair most times. The floaty characters are by far the worst here as many of them can get out of almost all the new sleep combos jiggly had at 8%.

Anyone else have thoughts on this?
 

Raym

Smash Apprentice
Joined
Jul 3, 2007
Messages
183
Location
Santiago, Chile
1) Go to the 'Code Support Thread'. This is about using competitive hacks.

2) Use PW's Item Modifier, it's one of the easiest codes to find.

EDIT: The amount of grief this stamina code is giving me is somewhat ironic.

Try this one:
Code:
PW Merger Code [Phantom Wings, Almas, 102 Lines]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C
025A9310 00000001
32000001 0000000F
025A9312 00000001
E2000001 00000000
36000000 00000032
9221000F 00000000
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210006 00000014
92210007 00000014
92210008 00000068
92210005 00000070
92210002 0000007C
92210003 00000018
92210009 00000070
9221000A 0000007C
9221000B 00000014
9001000E 00000000
58010000 000000C4
9221000C 00000010
4A000000 805A0100
9221000D 00000000
88A0000C 0000000D
4A00100A 00000000
30000036 00000018
4A00100B 00000000
9221000D 00000040
8890000D 0000000C
9421000D 00000040
E2000001 00000000
4800100E 0000007C
30000038 00000074
86000006 00000040
86910006 40000000
E2000001 00000000
4800100E 0000007C
30000038 00000005
4A001008 00000000
3400003C BF266666
4A001007 00000000
14000040 4F000000
E2000002 00000000
4800100E 0000007C
285A9312 FFFE0001
58010000 0000002C
92210004 00000004
4A001002 00000000
C078172C 0000000B
9421FF80 BC410008
3C808000 60841808
80A40008 80C4000C
80E40010 C0060010
C026001C FC000840
40810014 890700D4
7108007F 990700D4
4800000C 890700D5
990700D4 B8410008
38210080 4E800020
60000000 00000000
34000038 00000111
E2000002 00000000
4800100E 00000008
20001844 0000001D
14017FB0 4F000000
20001845 0000001E
14016300 4F000000
20001845 0000001F
14011124 4F000000
E2000001 00000000
4800100E 0000007C
285A9310 FFFE0001
34000038 00000042
36000038 00000049
4A001009 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000003 00000000
4800100E 0000007C
30000038 00000073
4A001005 00000000
58010000 00000020
92210005 0000001C
86310005 FFFFFFF7
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
kupo you should put this code because IT WORKS
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
Just a quick question about Twilight hack since this thread is faster. I'm using Wii Menu 3.4, and I have the 3.4 Twilight hack, which save file do I use, TwilightHack01 or TwilightHack02?
 

Wave⁂

Smash Legend
Joined
Feb 16, 2006
Messages
11,870
Just a quick question about Twilight hack since this thread is faster. I'm using Wii Menu 3.4, and I have the 3.4 Twilight hack, which save file do I use, TwilightHack01 or TwilightHack02?
Try both. One will crash your Wii (reset), the other will make you happy.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
So I was using a CSS code that had shiek, ZZS, and all the individual pokemons on it, but it removed MK. I liked it, but in our 4 player matches we were getting PT a lot since he was on the CSS 4 times. So I tried to make my own code and...well...at least the game loaded :)

I wanted a code where the three PKMN weren't on it, but it still had Shiek and ZZS icons, but no MK.

Here's the code I made:
[removed]

Any help or tips would be appreciated.
Why didn't you just use the custom random code to take off either PT or the three pokemon?

@HAD: No. I might entertain the thought... maybe, but I'm convinced that anything besides the standard brawl airdodge will hurt the game.

And Osi... just wondering, but why do you always call jiggs' rest "sleep?" I keep thinking you're talking about her sing move lol
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
I GOT BRAWL+ :D:D:D:D

Just playing with CPU's right now, but it's amazing. Squirtle FTW!


Anyway, I do have a pretty kickass CSS,
Code:
Custom CSS V3 [spunit262] [18 lines]
0668310C 00000030
387E006C 3B600000
3C808068 38840DE0
7CBB20AE 7CA50775
41800014 94A30004
3B7B0001 2C1B0032
4180FFE8 48000038
04690338 48000068
066900d8 00000008
2c170028 41820168
02680DE0 0022FFFF
06680DE0 00000028
00090D0C 05011506
161F0224 0E0F141A
03041812 0823201B
5D5E5C07 13250B19
11212726 0A172210
40 slots
but beware, there is no random slot (didn't have room with indy pkmn + Sheik and ZSS), and you'll need some other codes as well for it to fuinction. But I love it.
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Why didn't you just use the custom random code to take off either PT or the three pokemon?

@HAD: No. I might entertain the thought... maybe, but I'm convinced that anything besides the standard brawl airdodge will hurt the game.

And Osi... just wondering, but why do you always call jiggs' rest "sleep?" I keep thinking you're talking about her sing move lol
Sorry about that, I'll try to just call it rest lol. I don't honestly know where I picked up sleep instead of rest on that one, I never even thought about it being confused with sing. Sorry for the confusion.
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
Okay, here's a bit of my two cents: the gravity settings have to be tweaked. 10 minutes ago I was playing in the Values in Kupo's Text file (1.0 SH, 1.15 Downgrav, 1.075 FF, normal upgrav) and it was okay, but now I'm playing on 0.9 SH, 1.2 downgrav and 1.1 FF, and 1.1 upwards gravity and it's so sexy.

Even though upwards gravity has an slight effect on recoveries, it's simply the only way to get rid of that floaty feeling. Even with reduced shorthops etc. the Brawl gravity on the way up still made the game very floaty.

And about the recovery thing: Recoveries in Brawl need a slight nerf anyway. It's not tha fun when the vast majority of characters can recover from anywhere but the lower corners of the screen. The benefit of reduced floatiness (which instantly gave me a more streamlined feeling) far outweigh the slight nerf recoveries get, and more than likely deserve.


Well that's all the input I've got for now.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Okay, here's a bit of my two cents: the gravity settings have to be tweaked. 10 minutes ago I was playing in the Values in Kupo's Text file (1.0 SH, 1.15 Downgrav, 1.075 FF, normal upgrav) and it was okay, but now I'm playing on 0.9 SH, 1.2 downgrav and 1.1 FF, and 1.1 upwards gravity and it's so sexy.

Even though upwards gravity has an slight effect on recoveries, it's simply the only way to get rid of that floaty feeling. Even with reduced shorthops etc. the Brawl gravity on the way up still made the game very floaty.

And about the recovery thing: Recoveries in Brawl need a slight nerf anyway. It's not tha fun when the vast majority of characters can recover from anywhere but the lower corners of the screen. The benefit of reduced floatiness (which instantly gave me a more streamlined feeling) far outweigh the slight nerf recoveries get, and more than likely deserve.


Well that's all the input I've got for now.
Upwards gravity doesn't just hurt recoveries, though. It also kills certain autocanceled aerials, most notably ganon's dair.
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
Ganon's AC dair has got to be the most delicate thing in this game. Any tweak in grabity kills it, shorter short hops kill it. The game is so much better with these things, but we're still considering leaving them out because of one little ganon AT? In my opinion, we should all ust et over it and deal with the slight change Ganon should just have to SHFFL it like everyone else. It may be a slight nerf, but the overall feel gravity and shorter short hops give to the game should not just be ignored to keep this technique.

With that said, some AC's do remain, but far less, and really, that is to be expected. They're not absolutely necessary anymore now that we have SHFFL'ing again.
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
This is why I want the character specific shorter short hops (well, it's why anyone wants character specific shorter short hops). I actually do think that shorter short hops would be good for the game in general, but it breaks a lot in the process, so it'd be much better if we could customize it for each character.
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
Ganon's AC dair has got to be the most delicate thing in this game. Any tweak in grabity kills it, shorter short hops kill it. The game is so much better with these things, but we're still considering leaving them out because of one little ganon AT? In my opinion, we should all ust et over it and deal with the slight change Ganon should just have to SHFFL it like everyone else. It may be a slight nerf, but the overall feel gravity and shorter short hops give to the game should not just be ignored to keep this technique.

With that said, some AC's do remain, but far less, and really, that is to be expected. They're not absolutely necessary anymore now that we have SHFFL'ing again.
the only way i would ever use any upwards gravity is if i knew FOR SURE that we are going to make char specific buff ... becuase my main link suffers most from up grav as do other chars. if i know that his recovery will be fix then i will have no problems with it. but thats just me..

EDIT: sweet my new sig showed up :D
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
yea, char specific short hops would be ideal, so we could keep things like thunderstorming and Marth's SH Double Fair (which is gone in my settings also, but SHFFL'ing Fairs and Nairs workes just as well, its similar to playing Roy.)
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
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 me to my next point: increasing the upwards gravity is a terrible, terrible idea. It has only negative effects. The fallspeed is the only thing we ever wanted to modify to combat floatiness.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Okay, here's a bit of my two cents: the gravity settings have to be tweaked. 10 minutes ago I was playing in the Values in Kupo's Text file (1.0 SH, 1.15 Downgrav, 1.075 FF, normal upgrav) and it was okay, but now I'm playing on 0.9 SH, 1.2 downgrav and 1.1 FF, and 1.1 upwards gravity and it's so sexy.

Even though upwards gravity has an slight effect on recoveries, it's simply the only way to get rid of that floaty feeling. Even with reduced shorthops etc. the Brawl gravity on the way up still made the game very floaty.

And about the recovery thing: Recoveries in Brawl need a slight nerf anyway. It's not tha fun when the vast majority of characters can recover from anywhere but the lower corners of the screen. The benefit of reduced floatiness (which instantly gave me a more streamlined feeling) far outweigh the slight nerf recoveries get, and more than likely deserve.


Well that's all the input I've got for now.
my code set has 1.175 FF. I noticed a mistake after I uploaded it so it should be that...
 

Eaode

Smash Champion
Joined
Jun 4, 2006
Messages
2,923
Location
Glen Cove/RIT, New York.
increasing the upwards gravity is a terrible, terrible idea. It has only negative effects. The fallspeed is the only thing we ever wanted to modify to combat floatiness.
I completely disagree. Upwards grav has such a positive effect on the speed of jumps, and of the game. You can only increase the fall speed so much wothout it being really stupid, and you STILL feel Brawl's floatiness on the way up. In fact, only increasing the downwards grav makes the whole jump system seem awkward, because you rise slowly, and then fall quickly >_<;;

Seriously, upwards gravity combined with downwards gravity uniformly decreases the floatiness, and makes the speed increase feel so much more natural.

EDIT: Also, I think if Link's Up-B gets buffed, it should be buffed horizontally not vertically. The lack of Horizontal range is what kills him, the upward gravity nerf that shows it a little more (and it's not that much really)

EDIT2: I'm going to decrase my FF from 1.2 to 1.1 or 1.15. I can tell people were overcompesnating for lack of upward grav by having high down grav and fast fall. But 1.2 for both FF and gravity is just too much- Kirby can't run off and fastfall a Dair without killing himself o_O
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Guys... I just had the BEST matches in Brawl+ EVER with one of my tourney goer friends, at first he didn't care to play Brawl+ and now he LOVES it, he wants me to upload EVERY replay we got of our matches and I am going to try and do that this coming week. Look forward to AWESOME **** guys.

0 buffering is so sexy, I'll trade any ACing of aerials for it any day, the lag reduction makes it allll better. :)

Also, WE NEEDDDDDD to fix Sheik's Ftilt lock before we do ANYTHING else, that **** is too good and needs to go. kupo, tell PW or spunit to do it, PLEASE! You can't SDI out of it, not even DI out of it at lower percents. At higher percents, I can follow your DI with it if I space it correctly.

I have a replay of its gayness and my friend trying to SDI out of it with MK. Sheik's too good.

Also, ZSS with 60% hitlag works beautifully, I thought I should mention that.
 

Yeroc

Theory Coder
BRoomer
Joined
Feb 28, 2004
Messages
3,273
Location
In a world of my own devising
I would suppose that if it were in any way possible to isolate the effect upwards grav has on jumps from the effects it has on vertical hit velocity, horizontal hit trajectory, recovery ability (in the sense of attainable height and overall recovery range) and some hitstun interactions, I'd be all for it. Simply increasing upwards grav hurts way too much more than it helps, just so that your jumps can "feel" better. There's no way I'd even consider playing with it unless you could do something like that. The air game feels just fine to me with marginal changes in downgrav, fallspeed, and in some cases, shorthop height.
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
Guys... I just had the BEST matches in Brawl+ EVER with one of my tourney goer friends, at first he didn't care to play Brawl+ and now he LOVES it, he wants me to upload EVERY replay we got of our matches and I am going to try and do that this coming week. Look forward to AWESOME **** guys.

0 buffering is so sexy, I'll trade any ACing of aerials for it any day, the lag reduction makes it allll better. :)

Also, WE NEEDDDDDD to fix Sheik's Ftilt lock before we do ANYTHING else, that **** is too good and needs to go. kupo, tell PW or spunit to do it, PLEASE! You can't SDI out of it, not even DI out of it at lower percents. At higher percents, I can follow your DI with it if I space it correctly.

I have a replay of its gayness and my friend trying to SDI out of it with MK. Sheik's too good.

Also, ZSS with 60% hitlag works beautifully, I thought I should mention that.
i agree with sheiks ftilt + it would give the code makers a general idea on how they should go about char buffs/nerfs wich is always good.

OH and could you post here when the news of the code saving update comes.. just so we all know

about zzs. does beautifully mean well or too good?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Also, WE NEEDDDDDD to fix Sheik's Ftilt lock before we do ANYTHING else, that **** is too good and needs to go. kupo, tell PW or spunit to do it, PLEASE! You can't SDI out of it, not even DI out of it at lower percents. At higher percents, I can follow your DI with it if I space it correctly.
.
And how would we do that? More kb?
about zzs. does beautifully mean well or too good?
No it means horribly bad

/sarcasm
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
And how would we do that? More kb?


No it means horribly bad

/sarcasm
you forced me to use this word.... does beautifully mean good or CHEAP! (oh noes)

also i think giveing it more kb would be perfect its not like its a kill move anyway:ohwell:

@cAm8ooo: yeh that makes since...
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky
you forced me to use this word.... does beautifully mean good or CHEAP!

also i think giveing it kb would be perfect its not like its a kill move anyway:ohwell:
It means she fights beautifully as in she looks very pretty with all her pretty girly attacks.
 

.MaRiO

Smash Cadet
Joined
Jan 11, 2009
Messages
37
The 1 line buffer code only works with 0 buffering. I tried to set it to different values and it does not change, it always stays at 0.
0485B784 38600001
This is what im using to set it to 1
 

jmlee337

Smash Journeyman
Joined
May 8, 2008
Messages
303
Slippi.gg
LEE#337
The 1 line buffer code only works with 0 buffering. I tried to set it to different values and it does not change, it always stays at 0.
0485B784 38600001
This is what im using to set it to 1
I think I might have experienced this too, I was testing with the Buffer one liner set to 1, but my brother complained that he couldn't do an instant dair with Ganondorf
 

Corpsecreate

Smash Lord
Joined
Aug 24, 2008
Messages
1,208
Location
Australia, Perth
I suggestion for a code that would be very nice would be to have an option or a means to name your recorded videos. Also it would be nice to be able to fast foward/rewind videos. I have no idea if this is even possible but both of these would be a great addition if they can actually be done.
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky
I suggestion for a code that would be very nice would be to have an option or a means to name your recorded videos. Also it would be nice to be able to fast foward/rewind videos. I have no idea if this is even possible but both of these would be a great addition if they can actually be done.
Idk about your first request. But i do know it would be impossible to make a "rewind/fast forward" ability because their not actual videos but merely commands for each character to perform.
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
I suggestion for a code that would be very nice would be to have an option or a means to name your recorded videos. Also it would be nice to be able to fast foward/rewind videos. I have no idea if this is even possible but both of these would be a great addition if they can actually be done.
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 previous frame based only on information on the current state and button-pressing data. As for naming, that's also impossible because the format of the replay data doesn't allocate any space for naming the replay and because Brawl isn't equipped to
a) Read the name of the replay
b) Allow you to enter the name of the replay
c) Display the name of the replay.
So while the rewinding/fastforwarding and naming of videos would be convenient, it's not going to happen.
 

Corpsecreate

Smash Lord
Joined
Aug 24, 2008
Messages
1,208
Location
Australia, Perth
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 previous frame based only on information on the current state and button-pressing data. As for naming, that's also impossible because the format of the replay data doesn't allocate any space for naming the replay and because Brawl isn't equipped to
a) Read the name of the replay
b) Allow you to enter the name of the replay
c) Display the name of the replay.
So while the rewinding/fastforwarding and naming of videos would be convenient, it's not going to happen.
Ah yeah. I didnt expect rewinding/fastforwarding to be possible but I think maybe theres a workaround for the naming part. You can name custom made stages right? So would it be possible to 'use the naming feature' of the custom stages and apply them to videos? I dont really know the extent of what can and cant be done when it comes to hacking but im just offering possible suggestion that maybe people havent thought of yet. For all I know, what I just suggested could be completely noobish and that theres absolutely no way in the world it could ever be done. I just dont know :p
 

Osi

Smash Ace
Joined
Jul 1, 2007
Messages
580
Location
In a dream
Is anyone else having issues with the hitstun in the merger code?

I set it to 9 in the merger code and took out the old long single code for hitstun. I had mine at 8.5% before on the long code, and with it at 9 on the merger it seems to have less stun than mine did at 8.5% with the long single code. The one character this was easiest to see on was jigglypuff. I could previously connect side B into up airs, and up airs into rest, but with it at 9 on the merger code I couldn't connect any of my normal combos before they could BAD/jump out. The only gravity change between my old set and the merger is I went from 1.25 downward gravity to 1.2, but that would be a minor change on these combos, and the opponent is getting out so early it makes jiggly a bit useless again.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
To the people currently talking about upward gravity:

IMO, it really is needed, BUT it needs to be counteracted by more jump launch power across the board, recoveries included. That way, all height can stay the same, but the jumps on the way up will feel faster.
 
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