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

Thunderhorse+

Smash Ace
Joined
Nov 13, 2008
Messages
700
Location
peein' in all there buttz
Yeah, there was a mistake made on Orca's part that I wasn't aware of, which is what you were saying before (Falco's vBrawl grav being 13444440). I've fixed that in all of the copies of the changelists that are around. Again, I assumed my colleague wouldn't make a mistake like the one which I outlined above :p.

But once again thanks for helping me spot the ever so obvious.
 

Plum

Has never eaten a plum.
Premium
Joined
Jun 28, 2008
Messages
3,458
Location
Rochester, NY
I would have gotten my changelist done if I could find a computer with Windows <_>
I've been stuck with Knoppix for weeks...
It's basically Linux that's designed to boot off of a 700 mb CD... No installing new programs, emulators barely work on it if at all, no saving any of my homework on it... blah it sucks...
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
Well I haven't made the changelists consistent in style yet, but here:

Things to note:

- Frame Speed Modifications largely unaccounted for (atm) except for really "obvious" ones
- Any Attribute edits outside of ALR are undocumented (even camera adjustments). This is because the Parser doesn't seem to output Attributes.

Also: IDK what's up with all the asterisks, apparently vBulliten just decided to make indents and stuff become asterisks now instead of just ignoring them (lol).

[collapse=Toon Link]
Subaction 43
Name: EscapeN


New commands added:

Asynchronous Timer - Frames=3.00x,
Frame Speed - Multiplier=1.50x,
Asynchronous Timer - Frames=15.00x,
Frame Speed - Multiplier=0.80x,
----------------------------------------------------

Asynchronous Timer – Frames=20.00x->18.00x,
Body Collision - Collision State=0x0,
Asynchronous Timer – Frames=25.00x->19.00x,
Allow Interrupt -> Frame Speed - Multiplier=0.50x,

Neutral tech changed to have more a smoother animation in better increments. More punishable after invincibility frames wear off.

--------------------------------------------------------
If - Requirement=Bit is Set, RA-Basic[100],
Bit Variable Clear - RA-Basic[100],
Frame Speed - Multiplier=0.40x,
Asynchronous Timer - Frames=2.00x,
Frame Speed - Multiplier=1.00x,
End If
--------------------------------------------------------
Snippet is added for the “Airdodge in Tumble” injection code. If one tries to airdodge while still being in tumble state, the airdodge state is more vulnerable.

Asynchronous Timer - Frames=3.00x,
Body Collision - Collision State=0x2,
Asynchronous Timer – Frames=29.00x->24.00x,
Body Collision - Collision State=0x0,
Set Air/Ground - 0x0,
*NEW* Asynchronous Timer - Frames=44.00x,
*NEW* Allow Interrupt

Airdodge invincibility starts earlier but more punishable post-invincibility frames.

*** * Jab (Hits 1 and 2): Decreased SDI Capacity to make hit connections more consistent.
-SDI Capacity Multiplier: 1.50x->1.20x

*** * Dash Attack: Creates follow-up options after trips and safer on-hit.
-Frame Speed - Multiplier 1.500x Frame 13 [Animation Engine Code]

*** * U-Tilt:* Removes early percent U-Tilt lock and gives more consistent knockback for follow-ups at all percents.
********* – (Hitbox 1) BKB 30 -> 50, KBG 122 -> 100, Angle 95*
********* – (Hitbox 2) BKB 30 -> 50, KBG 130 -> 100, Angle 85*
********* – (Hitbox 3) BKB 30 -> 50, KBG 124 -> 100, Angle 85*
********* – (Hitbox 4) BKB 30 -> 50, KBG 123 -> 100, Angle 85*

*** * D-Tilt: modified for combo set-ups and kill opportunities at high percents.
********* – (Hitbox 1) BKB 20 -> 59, KBG 88 -> 40, Angle 361* -> 85*
********* – (Hitbox 2) BKB 20 -> 59, KBG 88 -> 40, Angle 361* -> 85*
********* – (Hitbox 3) BKB 20 -> 59, KBG 88 -> 40, Angle 361* -> 85*
********* – (Hitbox 4) BKB 20 -> 59, KBG 88 -> 40, Angle 361* -> 85*

*** * F-Smash (1st hit): Modified to connect better to the second hit and deal less damage

********* *All Hitboxes* Offensive Collision -> Special Offensive Collision; Reversible trajectory option disabled [Undefined (2): 004FFFC3]
********* – (Hitbox 1) 10% -> 6%, BKB 0 -> 28, KBG 110 -> 50, Angle 80* -> 60*
********* – (Hitbox 2) 10% -> 6%, BKB 0 -> 32, KBG 110 -> 60, Angle 76* -> 35*
********* – (Hitbox 3) 10% -> 6%, BKB 0 -> 32, KBG 110 -> 60, Angle 45* -> 35*
********* – (Hitbox 4) 10% -> 6%, BKB 0 -> 32, KBG 110 -> 60, Angle 10* -> 35*

* F-Smash (2nd hit): Smash DI enabled in place of “Cinematic Hitlag.”
*All Hitboxes* SDI Capacity Multiplier: 0.00x->1.00x

* U-Smash: Made riskier on shields.
IASA at frame 33 (Asynchronous Frame: 32) removed; IASA now at 41.

* D-Smash (1st hit): Sends horizontally instead of linking into second hit as the move was glitchy on irregular surfaces.
********* - SDI Capacity Multiplier: 0.00x->1.00x
********* – (Hitbox 1) 7% -> 13%, BKB 40 -> 35, KBG 100 -> 70, Angle 70* -> 40*
********* – (Hitbox 2) 7% -> 13%, BKB 40 -> 35, KBG 100 -> 70, Angle 70* -> 40*
********* – (Hitbox 3) 6% -> 13%, BKB 0 -> 35, KBG 100 -> 70, Angle 170* -> 40*
********* – (Hitbox 4) 6% -> 13%, BKB 0 -> 35, KBG 100 -> 70, Angle 170* -> 40*
********* – (Hitbox 5) 6% -> 15%, BKB 0 -> 45, KBG 100 -> 85, Angle 180* -> 35*

* D-Smash (2nd hit): Changed to accompany changes done to the 1st hit.
********* – (Hitbox 1) BKB 30 -> 47, KBG 107 -> 83, Angle 72* -> 35*
********* – (Hitbox 2) BKB 30 -> 47, KBG 107 -> 83, Angle 72* -> 35*
********* – (Hitbox 3) BKB 30 -> 47, KBG 107 -> 83, Angle 72* -> 35*
********* – (Hitbox 4) BKB 30 -> 47, KBG 107 -> 83, Angle 72* -> 35*

* N-Air: Angles changed to combo better and send in more favorable trajectories.
********* – *All Hitboxes* Angle 361* -> 50*
- ALR: 15->8

* F-Air: Angles changed to facilitate KO potential.
********* – *All Hitboxes* Angle 361* -> 35*
- ALR: 18->12

* B-Air: Facilitates combo potential and weakens KO ability.
********* – (Hitbox 1) BKB 18 -> 30, KBG 117 -> 105, Angle 60*
********* – (Hitbox 2) BKB 18 -> 30, KBG 117 -> 105, Angle 60*
********* – (Hitbox 3) BKB 18 -> 30, KBG 117 -> 105, Angle 60*
********* – (Hitbox 4) BKB 18 -> 30, KBG 117 -> 105, Angle 60*
- ALR: 10->7


* U-Air: Improves pressuring and lowers punishablilty
********* - ALR: 21->11

* D-Air: Makes meteor smashing more profitable.
********* – (Hitbox 1) BKB 40 -> 50, KBG 80 -> 90, Angle 270*; Slash -> Aura element
********* – (Hitbox 2) BKB 30 -> 40, KBG 80 -> 90, Angle 270*
Subaction 6C, 6D, 6E

- ALR: 40->20

Name: Catch, CatchDash, CatchTurn

*NEW* Bit Variable Set – RA-Bit[16] added to end of subaction.

* Side-B: Boomerang can be “Arrow Canceled” on frame 34.

Lines added:

Asynchronous Timer - Frames=33.00x,
Change Action - ID=0x112, Requirement=Button Pressed, Variable=0x1,
Additional Requirement - IC-Basic[1013] < IC-Basic[3164]
Additional Requirement - IC-Basic[1019] < IC-Basic[3165]

* Up-B (Ground): Made easier to escape and SDI enabled on finale hit.
-Hitlag Multiplier: 0.50x->0.75x (1 dmg hitboxes)
-SDI Capacity Multiplier: 0.00x->1.00x (Final Hit)

* Up-B (Air): Made easier to escape.

Auto-sweetspot in hitlag disabled until move is finished:

-SDI Capacity Multiplier: 0.50x->0.70x (Linking Hits)

-Asynchronous Timer: 18.00x->3.00x:
“Enable/Disable Ledgegrab – 0x1” -> “Enable/Disable Ledgegrab – 0x0”
-Asynchronous Timer: 33.00x->51.00x:
“Enable/Disable Ledgegrab – 0x2”

Up-B finale hits' angles correlate to where you hit with the move:

********* – (Hitbox 1) Angle 361* -> 91*
********* – (Hitbox 2) Angle 361* -> 75*
********* – (Hitbox 3) Angle 361* -> 40*
********* – (Hitbox 4) Angle 361* -> 70*[/collapse][collapse=Marth]#############################################
Subaction 43
Name: EscapeN

Frame 1:
Frame Speed - Multiplier=1.75x,
Asynchronous Timer - Frames=15.00x,
Frame Speed - Multiplier=1.00x,
Asynchronous Timer - Frames=20.00x,
Frame Speed - Multiplier=0.80x,
Asynchronous Timer – Frames= 20.00-> 22.00x,
Body Collision - Collision State=0x0,
Asynchronous Timer - Frames=24.00x,
Allow Interrupt -> Frame Speed – Multiplier=0.60x

Neutral tech changed to have more a smoother animation in better increments. More punishable after invincibility frames wear off.

#############################################
Subaction 46
Name: EscapeAir

--------------------------------------------------------
If - Requirement=Bit is Set, RA-Basic[100],
Bit Variable Clear - RA-Basic[100],
Frame Speed - Multiplier=0.40x,
Asynchronous Timer - Frames=2.00x,
Frame Speed - Multiplier=1.00x,
End If
--------------------------------------------------------
Snippet is added for the “Airdodge in Tumble” injection code. If one tries to airdodge while still being in tumble state, the airdodge state is more vulnerable.


Invincibility Start: Asynchronous Timer – Frames=30.00x->25.00x,

*NEW* Asynchronous Timer - Frames=44.00x,
*NEW* Allow Interrupt

Airdodge invincibility starts earlier but more punishable post-invincibility frames.

#############################################
Subactions 48-49
Name: Attack11; Attack12 (Jab 1;2)

Hitbox IDs 0-2:
-Hitlag Multiplier: 0.70x->0.80x

#############################################
Subaction 55
Name: AttackLw3 (D-Tilt)

Made less effective for wall locks
-Hitbox ID 0: KBG 40->44
-Hitbox ID 1: KBG 40->49 BKB 25->40
-Hitbox ID 2: KBG 40->49 BKB 20->36

#############################################
U-Tilt:

-Frame Speed - Multiplier 1.400x Frame 13 [Animation Engine Code]
#############################################
Subaction 58
Name: AttackS4S (F-Smash)

-All hitboxes (IDs 0-3): angle 361->40
-Hitbox ID 1: X-offset 5.00->5.30
-Hitbox ID 3 (tip): Size 3.00->3.30; SDI Capacity Multiplier: 0.00x->1.00x

#############################################
Subaction 5D
Name: AttackHi4 (U-Smash)

-Hitbox ID: 3 - 9->3.5
-Hitbox ID: 4 - -9->-3.5

#############################################
Subaction 60
Name: AttackLw4 (D-Smash)

-First Slash: Hitbox IDs 1-2 angle 361->75
-Second Slash: Hitbox IDs 1-2 angle 361->60

#############################################
Subaction 62
Name: AttackAirN (N-Air)

-First Slash Hitbox IDs 0-2: Hitlag Multiplier: 0.70x->0.85x
-Second Slash Hitbox ID 3: angle 361->35
-ALR Frames: 9 -> 7

#############################################
Subaction 63
Name: AttackAirF (F-Air)

Hitbox ID 0-1:
Damage: 10->7
Knockback Growth: 70->80
Base Knockback: 40->35
Angle: 361->40

Hitbox ID 2 (tip):
Damage: 13->9
Knockback Growth: 80->87
Base Knockback: 40->35
Angle: 361->70

-ALR Frames: 9 -> 7

Special @ FitMarthMotionEtc.pac:

Animation “AttackAirF” has been tweaked to extend horizontal range during active hitbox frames while cutting a portion of veritcal range from the sword arc.

#############################################

Subaction 64
Name: AttackAirB (B-Air)

Hitbox ID 0-1:
Damage: 11->9
Knockback Growth: 85->60
Angle: 361->30

Hitbox ID 2 (tip):
Damage: 14->13
Angle: 361->45
Hitbox Size: 4.80x->6.00x

-ALR Frames: 21 -> 11

#############################################
Subaction 65
Name: AttackAirHi (U-Air)

Hitbox ID 0 (tip):
Knockback Growth: 80->73

-ALR Frames: 9 -> 7

#############################################
Subaction 66
Name: AttackAirLw (D-Air)

-ALR Frames: 32 -> 16

#############################################
Subaction 72
Name: ThrowB (B-Throw)

KBG: 60->62
BKB: 50->66
Angle: 140->120
IASA: 45->41

#############################################
Subaction 73
Name: ThrowF (F-Throw)

BKB: 70->80

#############################################
Subaction 74
Name: ThrowHi (U-Throw)

KBG: 80->120

*NEW*
Asynchronous Timer - Frames=32.00x,
Allow Interrupt

############################################
Subaction 1D0-1D1
Name: SpecialNEnd (Shield Breaker)

All hitbox IDs (0-4 for both Subactions 1D0 and 1D1):
Angle 361->35

Subaction 1D1:
Hitbox ID 4: Hitlag Multiplier 1.00x->1.45x

############################################
*** * Side-B:* Damage reduced to compensate for lack of Stale Moves and removes reasonable KO ability. Knockback stats compensated for pre-finale hits to improve connection.

Subaction 1D6, 1DF
Name: SpecialS1 (Dancing Blade N1)
********* – (All) Hitlag Multiplier: 0.30x->0.65x
********* – (Hitbox 2) DMG 4 -> 3, BKB 35 -> 36, KBG 25 -> 33

Subaction 1D7, 1E0
Name: SpecialS2Hi (Dancing Blade U2)
********* – (Hitbox 1) DMG 3 -> 2, BKB 20 -> 21, KBG 30 -> 45; Hitlag Multiplier 0.30x->0.70
********* – (Hitbox 2) DMG 4 -> 3, BKB 20 -> 21, KBG 30 -> 40; Hitlag Multiplier 0.30x->0.65
********* – (Hitbox 3) DMG 3 -> 2, BKB 20 -> 21, KBG 30 -> 45; Hitlag Multiplier 0.30x->0.70
********* – (Hitbox 4) DMG 3 -> 2, BKB 20 -> 21, KBG 30 -> 45; Hitlag Multiplier 0.30x->0.70

Subaction 1D8, 1E1
Name: SpecialS2Lw (Dancing Blade N2)
********* – (Hitbox 1) DMG 3 -> 2, BKB 22 -> 23, KBG 30 -> 45; Hitlag Multiplier 0.30x->0.70
********* – (Hitbox 2) DMG 4 -> 3, BKB 22 -> 23, KBG 30 -> 40; Hitlag Multiplier 0.30x->0.65
********* – (Hitbox 3) DMG 3 -> 2, BKB 22 -> 23, KBG 30 -> 45; Hitlag Multiplier 0.30x->0.70
********* – (Hitbox 4) DMG 3 -> 2, BKB 22 -> 23, KBG 30 -> 45; Hitlag Multiplier 0.30x->0.70

Subaction 1D9, 1E2
Name: SpecialS3Hi (Dancing Blade U3)
********* – (All) Hitlag Multiplier: 0.30x->0.65x
********* – (Hitbox 1) DMG 4 -> 3, BKB 30 -> 31, KBG 60 -> 80
********* – (Hitbox 2) DMG 5 -> 4, BKB 30 -> 31, KBG 60 -> 75
********* – (Hitbox 3) DMG 4 -> 3, BKB 30 -> 31, KBG 60 -> 80
********* – (Hitbox 4) DMG 4 -> 3, BKB 30 -> 31, KBG 60 -> 80

Subaction 1DA, 1E3
Name: SpecialS3S (Dancing Blade N3)
********* – (All) Hitlag Multiplier: 0.30x->0.65x
********* – (Hitbox 1) DMG 4 -> 3
********* – (Hitbox 2) DMG 5 -> 4
********* – (Hitbox 3) DMG 4 -> 3
********* – (Hitbox 4) DMG 4 -> 3

Subaction 1DB, 1E4
Name: SpecialS3Lw (Dancing Blade D3)
********* – (All) Hitlag Multiplier: 0.30x->0.65x
********* – (Hitbox 1) DMG 4 -> 3, BKB 30 -> 31, KBG 80 -> 106
********* – (Hitbox 2) DMG 5 -> 4, BKB 30 -> 31, KBG 80 -> 100
********* – (Hitbox 3) DMG 4 -> 3, BKB 30 -> 31, KBG 80 -> 106
********* – (Hitbox 4) DMG 4 -> 3, BKB 30 -> 31, KBG 80 -> 106

Subaction 1DC, 1E5
Name: SpecialS4Hi (Dancing Blade U4)
********* – (Hitbox 1) DMG 6 -> 4
********* – (Hitbox 2) DMG 8 -> 5
********* – (Hitbox 3) DMG 6 -> 4
********* – (Hitbox 4) DMG 6 -> 4

Subaction 1DD, 1E6
Name: SpecialS4S (Dancing Blade N4)
********* – (Hitbox 1) DMG 6 -> 4
********* – (Hitbox 2) DMG 8 -> 5
********* – (Hitbox 3) DMG 6 -> 4
********* – (Hitbox 4) DMG 6 -> 4

Subaction 1DE, 1E7
Name: SpecialS4Lw (Dancing Blade D4)
********* – Repeating Hits:
********* – DMG 2 -> 1, BKB 2 -> 3, KBG 40 -> 80
********* – Hitlag Multiplier: 0.50x->0.75x
********* – SDI Capacity Multiplier: 1.00x->0.80x

********* – Finale Hit:
********* – (Hitbox 1) DMG 3 -> 2, BKB 60 -> 61, KBG 120 -> 180
********* – (Hitbox 2) DMG 5 -> 3
********* – (Hitbox 3) DMG 3 -> 2, BKB 60 -> 61, KBG 120 -> 180
********* – (Hitbox 4) DMG 3 -> 2, BKB 60 -> 61, KBG 120 -> 180

############################################
Subaction 1E8
Name: SpecialHi

- Invincibility only on frame 5
- Ledgegrab ability disabled on frame 5; reactivated frame 12

********* – Sweetspot Hit:
********* – Hitlag Multiplier: 0.50x->1.00x
********* – (Hitbox 1) Angle 361* -> 40*
********* – (Hitbox 2) Angle 74* -> 40*, Y-Offset 9.10x->8.00x, X-Offset -3.00x->3.00x

********* – Flub Hit:
********* – (Hitbox 1) Angle 361* -> 74*

##########################################
Subaction 1EB
Name: SpecialLwHit

********* – (All) Angle 361* -> 35*[/collapse]
 

FrozenHobo

Smash Hero
Joined
Mar 26, 2007
Messages
5,272
Location
Nowhere Land
i'll do this quick before i have to go to class:

Stage Change List:
Code:
Boundaries: [veril data here]


Final Destination:
Ledges have been edited to allow characters to not get stuck


Yoshi's Island (Brawl):
Wall jump bellow camera


Pokemon Stadium 2:
Frozen via code


Pokemon Stadium 1:
Rock transition shorter w/ ledge on rock removed
Fire transition has shorter tree


Wario Ware:
Frozen via code
Wall jump bellow camera


Delphino Plaza:
Ledge on shine gate transition grabbable
Wall jump bellow camera


Luigi's Mansion:
Ceiling on middle floor removed
(did dant make the bottom pillars force a break of the top pillars?)


Pictochat:
All hitboxes (fire, missiles, piranha, spikes, arrows, rolling car), the clock transformation, and the ladders have been removed
The stack of blocks now consists of fallthrough platforms, and all of its interior walls are walkthrough 
The diagonal line between eyes is now fallthrough as well
Wall jump bellow camera


Jungle Japes:
Water removed
Inside ledges of outside platforms removed


Port Town Aero Dive:
Cars/Wall collision removed
Ledges added to main platform
Wall jump bellow camera on transition portions


Rumble Falls:
New platform layout
Stage no longer scrolls
Edited camera


Summit:
Frozen via code
Ledges added to base
New platfrom layout
Center is pass-through
Ice removed from platforms(both pages)/base(first page only)
Wall jump bellow camera


New Pork City:
Left platfroms removed
Camera fixed
Top platforms removed from right side
Frozen via codes


Yoshi's Island: Melee:
Right side of stage removed
Blocks arranged on both sides of left "pipes"
Blocks have ledges on both sides (left/right)
Wall jump bellow camera


Skyworld:
Top platforms instantly broken for entire match
Bottom platform will never break
Autosnap glitch fixed

Temple:
Edited to just the top left portion of the stage (first page)
Rest of stage graphically removed
Bottom platform cannot be stood on
Previous fall-through platform in the center fo stage is now solid

SSE: Jungle:
Own spot on SSS (Custom1)


Castle Seige:
Frozen via code (first form)
Wall jump bellow camera
ledge fix
i know i'm forgetting some more stages with wall-jump fixes. i'll get them after class.
 

FrozenHobo

Smash Hero
Joined
Mar 26, 2007
Messages
5,272
Location
Nowhere Land
are we using yi melee?

also, you missed my delfino fix (boundary edits, ledge on transition in front of shine gate is now grabbable, walljumpable below camera)

i know its in the melee folder i downloaded/PC's common5. we might as well leave it for CP/Banned testing.
 

MK26

Smash Master
Joined
Jun 29, 2008
Messages
4,450
Location
http://www.mediafire.com/?zj2oddmz0yy for ZSS fix!
I organized the stage codeset for the hell of it

Code:
New Stages:

SSE Jungle:
Has its own position on SSS (“.../stage/melee/custom1.pac”)

Wifi Waiting Room:
Has its own position on SSS (in-game file, not on SD Card)


Major Changes:

Pokemon Stadium 2:
Frozen in default position via code

Pokemon Stadium 1:
Tree in fire transition is shorter
Rock in rock transition is shorter; ledge on top of rock is removed
Ceilings below ledges function as walls
	Characters now ride up walls instead of getting stuck

Wario Ware:
Frozen in default position via code
Entire wall below camera can be wall-jumped

Luigi's Mansion:
Ceiling on middle floor removed
	All of middle floor now functions as a fallthrough platform

Pictochat:
All hitboxes (fire, missiles, piranha, spikes, arrows, rolling car), clock transformation, and ladders removed
Stack of blocks now consists of fallthrough platforms, and all of its interior walls are walkthrough 
Diagonal line between eyes is now fallthrough
Entire wall below camera can be wall-jumped

Jungle Japes:
All water removed
Inside ledges of outside platforms removed

Port Town Aero Dive:
Wall collision and cars removed
Ledges added to main platform
Entire wall below camera can be wall-jumped (during stationary transitions)

Rumble Falls:
Frozen via code – stage no longer scrolls
New platform layout – “inverted triangle”
Edited camera

Summit:
Frozen in default position via code
Center is pass-through
Ledges added to base
Asymmetrical platform layout
Ice removed from platforms and base
		*Stage on second page of SSS has slippery base but non-slip platform*
Entire wall below camera can be wall-jumped

New Pork City:
Frozen via codes
New platform layout – only upper right stage portion, two platforms, and Viking ship remain
Edited camera

Yoshi's Island (Melee):
Right side of stage removed
Blocks arranged on both sides of left "pipes"
All blocks have ledges on both sides
Entire wall below camera can be wall-jumped

Skyworld:
Top platforms instantly and permanently broken
Bottom platform does not break, but still results in hitlag when hit

Temple:
New platform layout – only upper left portion of stage remains
Lower platforms in stage edited
	Bottom platform cannot be stood on
	Platform above it now functions like a normal floor (not pass-through from above or below
		*Stage on second page of SSS is original Temple*

Castle Siege:
Frozen in default position via code
Entire wall below camera can be wall-jumped
Ceilings below ledges function as walls
	Characters now ride up walls instead of getting stuck


Minor Changes:

Final Destination:
Ceilings below ledges function as walls
	Characters now ride up walls instead of getting stuck

Yoshi's Island (Brawl):
Entire wall below camera can be wall-jumped

Delphino Plaza:
Ledge on transition in front of shine gate grabbable
Entire wall below camera can be wall-jumped[/collapse]
Also, there's no reason not to have WWR on the SSS somewhere if we're using the SSS code
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
I finish exams in stuff in the next day or two. If I don't have more changelists I'm gonna make a topic in the Workshop and get some help. Sorry if that pisses anyone off, but I didn't do the work for this whole flash changelist to just have it mean nothing cause I don't have lists. There are bound to be people in the workshop who are willing to help.
 

VietGeek

Smash Hero
Joined
Mar 19, 2008
Messages
8,133
If that's the case then of course do tell them of the OpenSA2 + Notepad++ trick.

However also note that they must identify and list Animation Engine changes (found in the .gct/.txt) per character.

Finally the OpenSA2 parser doesn't generate a log of Attributes (unless Dantarion and Neko ninja changed that recently), so characters with more than just ALR attributes changed (like Falcon's friction, Jigglypuff's aerial mobility, Sheik's...like lots of stuff), then good luck to you all! >=(

Finally I'll be identifying Toon Link & Marth frame speed **** to finish up, then format for consistency. Won't be too hard I'd assume, only issue is finding the time to do it in one fell swoop.
 
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