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4/20: 3rd and final flash changelist is up! I am waiting on you guys for changelists!

goodoldganon

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First or post ANY changelists you guys have done ASAP so I can keep working on this. Email, post, or this topic are checked regularly.

Round 3 of the flash programming is done. PLEASE PLEASE PLEASE download and tell me what you think, like and dislike. Here is the link:

http://www.mediafire.com/?twuhfjliizg

Couple of notes:

1) The music bug is still there

2) Pit's photoshop job is atrocious. If someone is better at Photoshop then me that would be awesome to get them on a transparent background for me.

3) Any other thoughts?

Hope you guys enjoy the start.

I am terribly sorry this took me a whole semester to start but I am committed to finishing this, hopefully by the weekend (at least the coding. Adding the changelist is a simple copy and paste) If anyone has completed changelists PLEASE PLEASE PLEASE send them to me via PM or email:

brianriazzi@hotmail.com


Thanks guys
 

goodoldganon

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Cool. So I gotta ask and be honest, do people really want this? I have no problem taking the hour or two to program this flash thing for the site and do anything else flash based you want for the website, but if you guys aren't gonna use it then that's fine. I just want to know. Graduation and the job hunt are a full time responsibility at the moment so ya.
 

goodoldganon

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I'm gonna do it tomorrow and into the weekend. Depending on how long my Econ paper takes I should be able to have it done tomorrow. Any ideas for a transition or is the current one fine? I was thinking:

A) Current one
B) The other 39 spaces fly off at different angles when you pick a character as their pic increases and moves into position
C) If anyone has ideas

If I don't hear back I might try and do option B. More work but looks cooler
 

MK26

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http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
common5_en/sc_selcharacter_en/miscdata[70]/textures[nw4r]/menselchrface(29,30,31) for close-ups

common5_en/sc_selharacter_en/char_bust_tex_lz77/miscdata[(27,28,29,30)]/textures[nw4r]/menselchrfaceb.(271,281,291,301) is the closest you're getting for full-body shots, sorry

or rip from this? can't get much more official than that...
 

goodoldganon

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I already ripped all that stuff, what I was wondering is if there had ever been official artwork with JUST those 3. Like solo. PKMN Trainer and each PKMN has their own page. It's tough to explain without seeing it I guess, but anyway I figured there wasn't any solo artwork of them
 

goodoldganon

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Round 1 of the flash programming is done. PLEASE PLEASE PLEASE download and tell me what you think, like and dislike. Here is the link:

http://www.mediafire.com/?jz0lkz5odmy

Couple of notes:


1) There is a bug where you can click the sound on speaker over and over and it just starts another song over the top of it. I'm looking into that.

2) I'm going to try and get cool fonts for the characters names on each page or just rip it straight off the CSS.

3) The 'back' button is just there for demo purposes. Some time soon I or anyone with photoshop skills (preferably the latter) needs to make a cool back button.

4) The PKMN Trainer and Indys are slightly different then the others and without text there it might be hard to see what I was going for. PKMN Trainers page will have only the changes affecting either just him or each PKMN individually (infinite stamina, camera fixes, etc). Then it will tell you to click an Indy PKMN to read exactly what was changed with him/her. All the Indy PKMN will be linked together via those buttons at the bottom.

5) I kinda of think the body shots feel a little sloppy since the canvas is white but those body shots have that blue to white background. Basically you can tell they were straight Copy and Pasted. There are three options. First I can just leave it. It's tacky but it works as is I suppose. Second, I can use photoshop and take the character off of the background and put them on a transparent background. And lastly I can do what I said above, and then re-add a similar blue-to-white background over the whole canvas in order to spice it up. The problem with the third idea is I have no clue what color the new site will work. 2nd idea looks the best and will be the most practical IMO.

6) I am looking at adding the series images as a watermarked image on the right. The changelist will go over said watermark. That means there will be a Triforce water mark (the same one all Zelda characters have in game) behind the changes for each of the zelda characters, mushroom for mario characters, etc etc.

EDIT 7) Sonic's bugging. The fade is. I'll look into it

Hope you guys enjoy the start.
 

MK26

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1) Derp.

2) I'd rip it off that edited CSS file that's been going around lately (I think it's packaged with Brawl-, but I'm not sure)

3) Back button rippable from the CSS?

4) That works, but there's no way to get back to the Trainer after you've selected an indy poke. Add the Trainer's face to the bottom when you have the pokemon there. Maybe also switch the positions of the small portraits and the back button so 'back' is in the same place all the time.
(As an added touch, can you change the large picture shown when an indy poke is selected to the one where they are outlined? It's the menselchrfaceb.281 (charizard), 291 (squirtle), or 301 (ivysaur) that I wrote out the path for above.)

5) Copy paste to extend the blue-to-white across the whole screen?

6) Sounds cool.

7) Hrm.

8) Can you make the random button actually go to a random character, instead of being nothing? That'd be cool.
 

goodoldganon

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First or post ANY changelists you guys have done ASAP so I can keep working on this. Email, post, or this topic are checked regularly.

http://www.mediafire.com/?mtyzn02h4zl

Round 2 is up. I should just need to put names on and I think I'll be mostly done. Tell me what you think of the Indy Pokemon


Couple of notes:

1) The music bug is still there

2) Do we prefer the Bowser name font or the 'back to character select' font?

3) Long changelists will be scroll boxes

4) Olimar and Pit's photoshop job is atrocious. If someone is better at Photoshop then me that would be awesome to get them on a transparent background for me. Lucario's is lackluster but still passable.

EDIT: I fixed Lucario and Olimar. Pit needs work and I'd appreciate it if someone stepped up.

5) Any other thoughts?
 

Plum

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I personally prefer the font on Bowser's name. Feels more "Smashbros."

I would offer to help on Photoshop if I was any better :3

Having the characters cut out and laid over the background looks a lot better, and more professional as well, outside of some pixelated outlines, but can I safely assume that is just because of trying to get through the Photoshopping quickly to get this up?
 

goodoldganon

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I personally prefer the font on Bowser's name. Feels more "Smashbros."

I would offer to help on Photoshop if I was any better :3

Having the characters cut out and laid over the background looks a lot better, and more professional as well, outside of some pixelated outlines, but can I safely assume that is just because of trying to get through the Photoshopping quickly to get this up?
Which ones in particular did you find having a very pixelated outline? I can touch up some, but besides for Pit, Olimar, and Lucario (the latter 2 have been touched up)I was pleased with the other characters. The problem with Pit is the very little spaces in between the wings will take a long time to do, something I didn't feel like doing today.
 

Veril

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From Blind: I just need his confirmation that CF, Wolf, and Marth are accurate.

You can and should include the new jump durations and jumpstart that I've got on my shffl data thread. Again, other than CF, Wolf, and Marth, all of that is accurate to the best of my knowledge and might be good information to include.

General:

Character Specific Gravity and Jump Power Modifications
* Character physics have been optimized.
* SH = Short hop height, FH = Full hop height, FF = Fastfall speed
* DGrav = Gravity when [GET], Grav = Gravity when [GET]

Char. ID SH FH FF DGrav Grav
Mario 0 0.900 1.025 1.200 1.175 1.075
DK 1 0.850 1.000 1.400 1.000 1.000
Link 2 1.050 1.100 1.075 1.025 1.100
Samus 3 0.900 1.025 1.300 1.175 1.000
Yoshi 4 1.050 1.025 1.200 1.175 1.000
Kirby 5 1.000 1.000 1.100 1.000 1.000
Fox 6 0.900 1.050 1.150 1.200 1.100
Pika 7 1.000 1.000 1.150 1.000 1.000
Luigi 8 0.950 1.000 1.200 1.000 1.000
Falcon 9 0.900 1.050 1.150 1.200 1.100
Ness A 1.000 1.075 1.200 1.075 1.125
Bowz B 0.850 0.950 1.200 1.000 1.100
Peach C 0.950 1.050 1.200 1.175 1.050
Zelda D 0.900 1.000 1.200 1.000 1.000
Sheik E 0.950 1.025 1.200 1.150 1.050
Clim F 0.800 1.050 1.300 1.000 1.000
Marth 11 1.150 1.125 1.075 1.025 1.200
G&W 12 1.000 1.000 1.200 1.000 1.000
Falco 13 0.900 1.050 1.150 1.200 1.100
Ganon 14 1.025 1.050 1.100 1.000 1.000
Wario 15 1.000 1.000 1.200 1.000 1.000
MK 16 0.900 1.000 1.300 1.100 0.950
Pit 17 1.000 1.025 1.200 1.000 1.025
ZSS 18 0.900 1.000 1.200 1.050 1.000
Olimar 19 1.000 1.000 1.000 1.000 1.000
Lucas 1A 1.025 1.025 1.300 1.050 1.025
Diddy 1B 0.950 1.025 1.200 1.150 1.050
Chariz 1D 1.000 1.025 1.200 1.150 1.000
Squirt 1E 0.900 1.050 1.300 1.050 1.000
Ivy 1F 1.025 1.025 1.200 1.050 1.000
D3 20 1.000 1.025 1.150 0.950 1.000
Luc 21 1.050 1.100 1.075 1.025 1.200
Ike 22 1.000 1.050 1.100 1.025 1.025
ROB 23 1.000 1.025 1.200 1.150 1.075
Jiggs 25 0.950 1.000 1.400 1.000 1.000
Toony 29 1.000 1.000 1.300 1.150 1.000
Wolf 2C 1.025 1.025 1.200 0.850 1.100
Snake 2E 0.950 1.100 1.200 1.175 1.050
Sonic 2F 0.950 1.000 1.300 1.250 1.025
 

goodoldganon

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New update!!!! I added physics to every character. Assuming Veril posted the full ROB changelist in the other topic ROB is also finished and should give you an idea on what the final page will look like for each character. Last but not least I decided to go with a standard font style so that it would match the physics and the actual changes. It would and did look awkward when just the name was in the font style but everything else was more traditional.

http://www.mediafire.com/?cnkzztk2kd3
 

VietGeek

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From Blind: I just need his confirmation that CF, Wolf, and Marth are accurate.
[this post is kinda out of sequence so excuse the odd wording]

***IMPORTANT***: I did notice where Blind got his results though, the "Data Index" code. However the gravity settings from "Jump/Grav Values" takes priority, and is where the new physics are held (for the only three characters that received the changes).

So...I gotta ask, does anyone know what's the point of keeping the more bloated "Data Index" code? Or, if it does have a purpose (assuming running speed), why do we still have the old "Jump/Grav Values" code? I guess I must be missing something here (because I always do), but it seems kinda inefficient to have overlapping codes imo.

I guess I should direct this question to you Yeroc. :ohwell:

anyway...

well assuming physics didn't change from 7.0.2->7.0.3, I got (changes in bold):

Falcon [0926AA70]: 9 0.900x 1.050x 1.150x 1.150x 1.075x
Marth [119973D0]: 11 1.125x 1.125x 1.075x 0.950x 1.250x
Wolf [2C55C480]: 2C 1.025x 1.025x 1.200x 1.000x 1.100x
 

MK26

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iirc Yeroc told me the the Data Index is only for run speeds

but this was a while back so dont quote me on this

EDIT: the changelist looks sick...but i still think you should add a picture of PT's face at the bottom of the screen when one of the pokemon are selected so you dont have to go back to the main screen to select him again...
 

VietGeek

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funnily enough i made a typo myself:

the physics multiplier on marth that used to labeled in my post as 1.000x should be 0.950x instead

oops lol

obv :012:
 

goodoldganon

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EDIT: the changelist looks sick...but i still think you should add a picture of PT's face at the bottom of the screen when one of the pokemon are selected so you dont have to go back to the main screen to select him again...
All this time and I KNEW I had been forgetting to add something with each update. It shall be added.
 

shanus

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[this post is kinda out of sequence so excuse the odd wording]

***IMPORTANT***: I did notice where Blind got his results though, the "Data Index" code. However the gravity settings from "Jump/Grav Values" takes priority, and is where the new physics are held (for the only three characters that received the changes).

So...I gotta ask, does anyone know what's the point of keeping the more bloated "Data Index" code? Or, if it does have a purpose (assuming running speed), why do we still have the old "Jump/Grav Values" code? I guess I must be missing something here (because I always do), but it seems kinda inefficient to have overlapping codes imo.

I guess I should direct this question to you Yeroc. :ohwell:

anyway...

well assuming physics didn't change from 7.0.2->7.0.3, I got (changes in bold):

Falcon [0926AA70]: 9 0.900x 1.050x 1.150x 1.150x 1.075x
Marth [119973D0]: 11 1.125x 1.125x 1.075x 0.950x 1.250x
Wolf [2C55C480]: 2C 1.025x 1.025x 1.200x 1.000x 1.100x
Data index code has an initiator in it which is required for Animation Engine to work.
 

VietGeek

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Does Data Index code keep the float values used for physics changes also then?
 

Thunderhorse+

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Falco changelist:

Falco: [FALCO]

*Jump/Grav Values:

13444440 -> 133AC4E0

*Jab 1:
- Angle: 80 degrees -> 60 degrees
- X Offset: 0.00x -> -.050x (smaller horizontal hitbox)
- Attack ends on frame 18 from frame 16 (2 frames of extra cooldown added)

*Jab 2:
- X Offset: 0.00x -> -.050x (smaller horizontal hitbox)

*Jab 3:
- Attack ends on frame 5 from frame 2 (3 frames of extra cooldown added)

*U-tilt:
- IASA on frame 22 (jump only)
- BKB (2nd hit): 150 -> 140
- KBG (2nd hit): 30 -> 40

* F-smash:
- Angle (strong hitbox): 361 degrees (Sakurai angle) -> 35 degrees
- Hitlag Multiplier (weak hitbox): 0.30x -> 0.60x
- SDI multiplier (weak hitbox): 0.30x -> 1.00x

*N-air:
- Landing lag changed from 9 frames to 7 frames

*F-air:
- Landing lag changed from 33 frames to 16 frames
- Special Offensive Collision (Hitbox 1 & 2): 0.70x -> 0.90x
- Special Offensive Collision (Hitbox 3 & 4): 0.00x -> 0.80x

*B-air:
- Landing lag changed from 15 frames to 7 frames
- Angle (strong hitbox): 361 degrees (Sakurai angle) -> 35 degrees
- Autocancel moved from frame 4 to frame 12

*U-air
- Landing lag changed from 15 frames to 7 frames

*D-air:
- Landing lag changed from 12 frames to 10 frames
- Autocancel moved from frame 6 to frame 14

*B-throw:
- No stun on lasers

*U-throw:
- No stun on lasers
- BKB: 70 -> 80
- KBG: 100 -> 50
- Attack ends on frame 34 from frame 36 (2 frames of cooldown removed)

*D-throw:
- No stun on lasers
- Angle: 50 degrees -> 40 degrees
- BKB: 45 -> 50

*Neutral B:
- Damage: 3% -> 2%
- Can now fast fall at the peak of a short hop

*Side B:
- Cannot auto-sweetspot the ledge
- Frames smoothed out, improving cancelability and skipping glitchy 1st frame. No distance change.

*Up B:
- SDI Multiplier (charging hitbox): 1.00x -> 0.80x
- Hitlag Multiplier (linking hitbox 1 & 2): 1.00x -> 0.00x
- SDI Multiplier (linking hitbox 1): 1.50x -> 1.00x
- SDI Multiplier (linking hitbox 2): 1.50x -> 0.80x
- SDI Multipler (final hitbox): 1.50x -> 1.00x

*Down B:
- Damage: 6% -> 4%
- BKB: 35 -> 80
- Angle: 20 degrees -> 120 degrees
- Frame Speed Modification: 0.500x Frame 1; 1.000x Frame 8; 0.800x frame 18; 1.000x Frame 32
- IASA on frame 38 (jump only)
- Hitlag Multiplier - 0.50x -> 1.00x
- SDI Capacity Multiplier: 0.00x -> 1.00x
- Special Offensive Flags: 204FFFC3 -> 004FFFC3
 

MK26

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@GOG: good :p
You also might want to add a note saying that the multipliers are relative to vBrawl, just in case
And maybe give a synopsis of what they mean (ie Falcon is more Melee-y with faster falling speed and tweaked jumps, Kirby is basically the same but with a slightly faster fastfall, etc)
Actually I could do that...if you want me to

Falco changelist:

Falco: [FALCO]

*Jump/Grav Values: 132AC80 -> 133AC4E0
missing a number D:

but then again that doesnt really matter because it's only vBrawl --> Gold, so i dont think that matters
 

VietGeek

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I think that's from the old Brawl+ (pre-SHFFL) to now. I don't think vBrawl stats use multipliers in the same way the physic code does. =P
 

Thunderhorse+

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I think that's from the old Brawl+ (pre-SHFFL) to now. I don't think vBrawl stats use multipliers in the same way the physic code does. =P
Unless Orca was lying/made a mistake in the Falco+ thread (the OP that's now mine that I haven't touched yet), that should be the change from vBrawl -> when he recieved SHFF-able lasers.

There has been no change in his gravity/jump height since then.

Comprehensive Falco+ Change List
This section covers every change Falco has endured from vBrawl to Brawl+

Falco (Technical Change List)

Physics: [GET INFORMATION]
-Jump/Grav Values: New: 133AC4E0; Old: 1326AC80
but I was a big stupid and did forget a number in the old jump/grav values like MK26 mentioned. Went back and fixed it. Thanks for the catch :p.
 

MK26

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np

but...that's from an old version of b+ to a new version of b+, not from vBrawl to B+...right? All the initial values would be XX444440, would they not?
Or is this changelist not supposed to be all the way from vBrawl to now? Did I misread something somewhere?
 

goodoldganon

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MK26, every change isn't going to make it on the flash. There is already a lot of info in there. For example, the changelist page will have some written text and in that text will be a mention that each character physics were fine tweaked for optimum play. I might make a blurb explaining it and use Mario as an example, but I'm not gonna go through and hold hands on everyone's specific physics changes.

Thanks for the Falco changelist TH. I just added it.\

Also added the ability to go back to the PKMN Trainer page from the Indys
 

Thunderhorse+

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np

but...that's from an old version of b+ to a new version of b+, not from vBrawl to B+...right? All the initial values would be XX444440, would they not?
Or is this changelist not supposed to be all the way from vBrawl to now? Did I misread something somewhere?
It should (and I said should because it says so in the second quote that you may see for yourself in the Falco+ thread) be from vBrawl -> the version Brawl+ where he received SHFF lasers.

If that's from an earlier version of B+, I do apologize. But as you can clearly read, it does say it's supposed to be from vBrawl -> Brawl+ w/ Falco SHFFing lasers. I haven't cracked the .gct yet, I just assumed that the information provided from the previous owner of the thread was...well...sound.
 

goodoldganon

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Oh, I figured out how to avoid the music bug (clicking 'sound on' over and over plays the song over the top of itself) but it is a little ghetto. The problem is you would only be able to turn sound on or off on the character select screen. The second and much better option is to make a second flash document that just contains the on and off button and song and you can do it that way. Thoughts?

@TH It seems like it must be pretty up to date unless you added the Sakurai Angle fixes yourself. By the way, is that how we want to refer to them in the changelist? I was thinking of something less derogatory like 'Auto DI angle' or something. Also seems up to date since the ALR on some of his moves is set to 7 frames even on moves that would have been lower at 50%
 

Thunderhorse+

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I did all of the changes myself excluding the gravity changes (which I got from Orca's OP post which is now under my name. It was also the only thing I used from his OP because I know if what he's saying is true, it should be 100% accurate since Falco's physics hasn't changed since then, and it is the only piece of information in his OP I couldn't get from the .pac anyway), the shine frame speed changes (because I constructed that from scratch myself, and thus I have all the notes I made for it, including comparisons to vBrawl shine, 5.0 shine, Cape's original 6.0 shine, and my own revision which is the current one), and the dead frame phantasm fix, which I still don't have information for great detail. Everything else I did by following Neko's method, which covers all of Falco's changes besides those three that are mentioned that are found in the .gct, not the .pac (which I haven't tried to crack yet, and Veril told me not to worry about for the most part at this stage).

As for the Sakurai angle, feel free to just take the (Sakurai angle) bit out if it looks too unprofessional. You don't even have to list any sort of replacement like Auto-DI angle.
 

MK26

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GOG: i think it's better to just leave it as you have it...if people want to mute the music, they'll mute it before they do anything else.

======

TH: hold up, i think i'm confusing people here...

i think im confusing myself here

so right now we have 3 "checkpoints" for Falco:
vBrawl
Brawl+ up to SHFFL
SHFFL to Gold
We have two changelists, one for each of the latter two sections (because what's a changelist for vBrawl gonna have?)

Now, my confusion stems from the fact that you've got an 'old' value and a 'new' value for the gravity code, and I assumed that that's how it would be written on the changelist. If it isn't, stop reading here and tell me.

But if it is, I'm confused. From my understanding, the changelist is supposed to go straight from vBrawl (ie physics at XX444440, because 4=1.0x multiplier) to Brawl+ Gold. Thus, an 'old' value makes no sense because what we really mean when we say 'old' is 'vBrawl', not 'a previous version of Brawl+'.

Of course, if my understanding is wrong...then this all goes out the window.

NINJA EDIT: except of course i missed the part where you said Falco's physics have seen no change since then...:urg:
 

Thunderhorse+

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I think you're starting to confuse me too @_@.

but let me see if I can break it down.

So taking your 3 'checkpoints' for Falco:

vBrawl
Brawl+ up to SHFFL
SHFFL to Gold

That I can agree with.

Now when we look at ORCA'S FALCO+ THREAD (That is right now under my name because Orca said I could take it up, since he is busy with P:M), he states the following in his OP (that you can see for yourself here, since I still have not touched it as of this post):

This section covers every change Falco has endured from vBrawl to Brawl+

Physics: [GET INFORMATION]
-Jump/Grav Values: New: 133AC4E0; Old: 1326AC80
We are assuming that this is at the 3rd checkpoint by inferring that if you look farther down the page, SHFF lasers have already been implemented by the time of his last update...

* Neutral-B:
- Can now only perform 1 laser in the air in a Short Hop
- Can now fastfall during the laser animation after the peak of a jump has been reached
Otherwise why even note that SHFF lasers are in?

For anyone who follows Falco as closely as I have, they know that since Falco has been implemented with SHFF lasers, his physics have not changed. Period. That was the last time his physics have been revised. So if the new physics stated in the op as:

-Jump/Grav Values: New: 133AC4E0
Are the physics he had when SHFF lasers were implemented, than we know that these are still his physics now, because since then, they have not changed.

The only question now is that what is 'Old' referring to? Checkpoint 1 (vBrawl) or Checkpoint 2 (Brawl+ up to SHFFL)? The only point where I could have made a mistake in was assuming that he was referring to Checkpoint 1 when instead he's referring to Checkpoint 2. But looking back at his previous statement:

This section covers every change Falco has endured from vBrawl to Brawl+
Why possibly make a comparison to Checkpoint 2, which is neither vBrawl nor the current Falco build he was referring to at the time (when he received SHFF lasers)? It does not offer anything when comparing Checkpoint 1 (vBrawl) to Checkpoint 3 (when he recieved SHFF lasers, which is the very beginning of Checkpoint 3).

If he was using Checkpoint 2 as his 'Old' variable, then he has made a huge mistake which shows in the current changelist that I have compiled if it indeed is incorrect. I was assuming his variables represented the checkpoints he was trying to compare, rather than an unnecessary element altogether. Again, I was assuming his work was sound, instead of having a gratuitous flaw in it, which was the only mistake I might've made (unless it is all true :p).

Make a bit more sense now?

EDIT: I talked to Yeroc. Apparently Orca made a mistake and did in fact list Falco's Checkpoint 2 grav settings instead of his vBrawl ones (why...? your answer is as good as mine). I've fixed the vBrawl settings to what Yeroc gave me both in this thread and on B+.net, and I'll send corrections to Veril once I talk with MAGUS (not Yeroc, Blind, or Cape as we both initially thought :p) about the dead frame phantasm fix to be absolutely 100% done with the Falco changelist.

BIG SECOND EDIT: GoG, I finally updated with the info for the phantasm dead frame fix (shamelessly stolen from Blind's Fox explanation <_<), so feel free to update what you have now. Falco's changelist is officially 100% complete (.gct and .pac).
 

MK26

Smash Master
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http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
ok, so there was a mistake, and it has been fixed?
Good. I knew something wasnt adding up, i just didnt know what it was :p

And just ftr, the vBrawl values for all characters for the jump/grav code is XX444440, where XX is their character id and 4 refers to 1.0x multiplier, because the code is multiplicative over the characters' vBrawl values (and 0 is the filler bit).
 
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