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One of the major problems with Din's fire is that Zelda makes an animation after the player chooses where to make the explosion, but before the actual explosion is made. The frame window is large enough that it allows an opponent to know exactly when and where the explosion is going to be which makes it blockable on reaction. If this part of the move is speed up enough it won't be blockable on reaction anymore which would make the move much better without changing how it is used.I'm not going to get into endless back and forth arguments on stuff. I posted my assessment of Din's Fire which you basically in a long way said you disagreed with. Fine, you disagree, and I didn't find your disagreement convincing (I also don't think Din's is as useless in singles as people say either; it's mediocre but not useless). Your post wasn't asking me anything; it was just raising an argument on a point I'd already gotten into, and I'm sorry but this 262 page thread means I have to just drop some of that. Din's Fire also already hits pretty hard so I'm not sure what kind of buff you could really want out of it. Altering the speed the projectile moves at would not only go against the aims of this project but would require direct hex editing of currently unknown parameters. Zelda's start-up and end-lag on the thing are already fairly small; speeding them up would be of almost no utility. There's nothing to be done if you don't like how Din's Fire is already, and it's not like it's Zelda's most important move anyway. Even if it actually were near-useless, it wouldn't make much sense to buff. Consider that King Dedede's Jet Hammer is actually pretty definitely near useless, and we haven't and probably aren't going to buff it. Characters should be mostly equal, not moves (though in terms of balance, Zelda is a special case anyway because she is bound to Sheik... meaning ideally she should be weaker than the other characters alone and just barely stronger than the others when used in a joint strategy). There is no compelling reason to buff Din's Fire; it doesn't make sense for Zelda as a character.
I gave cr4sh's post a quick response (something like 2 sentences) because his post was a very simple question. I try to answer very simple questions preferably with simple answers; I'm not perfect, but I do try. Others chose to carry on a mini-discussion on it... which is fine. I also have run into him in person before, and yes I am blatantly biased in replying to people from my own region with a small amount of higher priority than everyone else unless they post in here a lot and I can talk to them easily through other venues (as is the case with steeler). It has nothing to do with anything you're suggesting it does.
hey, compared to zelda hes ready to kick some tail..Donkey Kong has only like one or two good poke options, and he's not useless.
I should state however:Zelda was never useless in the first place, and predictability is the woe of a player not a character.
I think you meant Ganon's Jab right? I mean if you're just Jabbing to scout your opponent's unpredictable movements, you are extremely unlikely to get punished on reaction unless you're Ganon basically. Oh yeah, I mean of course, most characters have options that outspace or outprioritize Jabs in general, but if you just single Jab at someone who is camping with run speed like Sheik, that's not particularly unsafe.Even jabs are frequently very unsafe on whiff...
Quite ironically enough, Din's Fire is really good against Metaknight's recovery, since Metaknight doesn't clash hits with most of his moves, and because it stops him from gliding with impunity.Din's Fire itself, to move back to that, has other uses. In terms of actually hitting with it in singles, I think of it as an anti-commitment move. Basically, the opponent really doesn't want to do anything that can be punished by Din's Fire. Some recoveries are a lot trickier if Zelda is putting a Din's out there in a smart way; just imagine recovering as Link with a Din's Fire ready to explode on top of the best place to Spin Attack. Stuff like using plunging dairs for mobility is scarier than usual against Zelda because that can entail some big commitment, and she can hit in places most characters have to take far more time to hit with Din's Fire. All around, this is probably less than what other projectiles can do; it hits harder than average, but many others can do this sort of job, and usually they can do many other jobs. However, Zelda is no projectile spamming character, and it's important to remember that what good this does for her still exists no matter how many other, better projectiles are in the game. Zelda would definitely be a less imposing character if Din's Fire simply were removed from her moveset; it would just be safer to do random stuff against her.
I agree with this, if you could alter the timign somewhat so Zelda will use the animation closer so Din's Fire explodes a little faster en let go it would remedy the fact it's so readable so you'd have to rely more on prediction as opposed to "Oh, she's dancing so it's about to explode."One of the major problems with Din's fire is that Zelda makes an animation after the player chooses where to make the explosion, but before the actual explosion is made. The frame window is large enough that it allows an opponent to know exactly when and where the explosion is going to be which makes it blockable on reaction. If this part of the move is speed up enough it won't be blockable on reaction anymore which would make the move much better without changing how it is used.
A code that short actually seems like a great implementation to me! Maybe even better than modifying any .pac. Are there (aside from the normal/heavy landing thing) unwanted implications in the above code, or are we just trying to move away from codes in general?Frame speed:
065A9400 00000020
0100003B 3FAAAAAB
FF000040 3FAAAAAB
FF000041 3FD55555
FF0E0054 40A00000
Conditional:
065A9128 00000010
FF000071 004A0016
FF00008D 008A008E
I want to move these to better implementation methods, and I'm not wholly opposed to acceptable changes to behavior that accompany (the current behavior is simply what was both acceptable and implementable). However, do understand this is non-trivial, and I hope there's an appreciation that on all accounts the current behavior is much desirable to the original game's behavior (jab locks, grab release chaingrabs, banana locks, and footstool abuse are seriously stupid no matter how much your character benefits from it... or is really hurt by other stuff here as is the case with Lucas!).
Yeah, I added the code directly to the .pac, but it really just increases it trivialy seeing that it only affects four parts of the .pac (and maybe PW might help with the file size thing in the future, but there are only a few characters that are going to have file size issues) It worked an all forms of the lock were gone and is not unescabable in anyway and only works to combo (much like the new Bananas).This has some disadvantages and at least one misunderstanding. Allow me to explain.
The disadvantage is that you are unclear on where you're adding this code, but either way is potentially a problem. Both ways we need a free bit variable (do we have one that's universally free on every character? Feel free to name off all the free variables, bit and otherwise, you know of since that could be helpful in many ways). If you're adding it to every character, that increases the file size of every .pac by a fairly non-trivial amount probably; this could end up making characters close to the limit go over and either way limits our ability to do other stuff within those .pacs. If you're doing it via a fighter.pac edit, well, that doesn't have that issue but is not exactly easy to make; I confess I've never made one, and the process isn't easy as far as I can tell. You need to find where fighter.pac maps to memory (which I don't know), trace out a specific place to insert code, replace it with a goto (you're writing all this as a .gct style code so you are basically typing out hex stuff that corresponds to the human readable PSA logic), point it to some free region of memory (hypothetically we'd use the region of memory that greater than 256 line code files usually use... since Bbrawl is going to be under 256 lines with the next release), and then write your new code. That's non-trivial, and it's sounding like what you have done is a thought experiment and not an implementation so maybe you don't realize how tricky the implementation can be. Also, having a complete set of circumstances to clear that variable is probably non-trivial too. You would need to insert a clear function in every animation you want to clear the variable... which could be quite a lot.
The misconception comes to footstooling. Footstool issues and jab locks are totally independent, and they're addressed as such in Bbrawl. A jab lock basically interrupt a normal "slamming into the ground" that you could tech with a jab and then gets the other guy stuck flopping. A footstool gimmick involves doing a footstool on an aerial opponent (important note: all characters under the "stun" effect from Zero Suit Samus count as airborne) low enough to the ground that they slam into the ground while in the footstool falling state. This causes them to go to a unique hitting the ground animation that offers no chance to tech (and R.O.B. has an especially bad animation here). It's completely independent from jab locks mechanically, and Bbrawl addressed it separately by using a conditional action modifier to change the "footstool fall" to "footstool land' animation transition to a "footstool fall" to "hard landing (from fastfall)" transition. Originally I wanted to make it a normal landing so it could be teched, but this caused bugs with Zero Suit Samus's stun that were completely unacceptable so I went with the current and bug-free implementation.
I actually haven't implemented any of the universal stuff via .pacs or new methods at all yet. The current internal build of Bbrawl has no hitbox or throw modifier (those codes are now obsolete to us), but it still has small frame speed and conditional modifiers that I hope to remove from the final release. Here are the codes:
Frame speed:
065A9400 00000020
0100003B 3FAAAAAB
FF000040 3FAAAAAB
FF000041 3FD55555
FF0E0054 40A00000
Conditional:
065A9128 00000010
FF000071 004A0016
FF00008D 008A008E
To document those for non-code junkies...
The first lines of both are basically headers that tell the larger engine codes that data is going to follow. Feel free to ignore them.
The next three lines of the frame speed all address grab breaks. The one that starts with 01 is the speed up to Donkey Kong's grab release as the grabber (Donkey Kong is character 01 internally; that's not the first one since 00 Mario exists). The next two are ground break universal speed-up and jump break universal speed-up respectively (FF in these engines means it applies to all characters). The final line in frame speed is the jab lock fix; it speeds up animation 54h on frame 0Eh by a factor of 3 which prevents jab locks.
The conditionals cover two cases. The first is a fix to banana locks (if you're sitting on the ground in a tripped state, which is different from the initial tripping state, and are inflicted with a "begin to forcibly trip as in hit by a move" state, you do a get up from trip animation instead of being tripped again). The second is the fix to footstool abuse which I described somewhat more at length above.
I want to move these to better implementation methods, and I'm not wholly opposed to acceptable changes to behavior that accompany (the current behavior is simply what was both acceptable and implementable). However, do understand this is non-trivial, and I hope there's an appreciation that on all accounts the current behavior is much desirable to the original game's behavior (jab locks, grab release chaingrabs, banana locks, and footstool abuse are seriously stupid no matter how much your character benefits from it... or is really hurt by other stuff here as is the case with Lucas!).
Oh, if that was all of it it would be great, but I suppose I let it go without saying that the corresponding engines were still in:A code that short actually seems like a great implementation to me! Maybe even better than modifying any .pac. Are there (aside from the normal/heavy landing thing) unwanted implications in the above code, or are we just trying to move away from codes in general?
Well duh I did it. I wouldn't post it in here if I hadn't already tried it. I only have it applied to Lucas to test if it would work though. I'm in the library right now so I'll put the DL when I get home.Oh, if that was all of it it would be great, but I suppose I let it go without saying that the corresponding engines were still in:
Frame Speed Mod Engine
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
Conditional Action Modifier Engine
C277F780 0000000E
2C030000 41820060
3C008180 80BF0008
80A5FFFC 7C050000
4080004C 80A50030
80DE0038 38E2FE00
85070008 7D09C671
41820034 2C09FFFF
41A2000C 7C092800
4082FFE8 5509043E
7C093000 4082FFDC
81070004 5509843E
7C09E000 4082FFCC
551C043E 60000000
939E0038 00000000
The frame speed engine causes freezing with at least Captain Falcon's Final Smash at that, and it breaks the timer item. I want the next release of Bbrawl to have zero item related bugs.
Also, oh, you really did it rocket PSI. Hmm, could you link to such a .pac if you've made it? Just throw it up on filefront or something. It will be several hours before I look into it (I work in an hour and a half, not enough time to do real coding), but it would be helpful. If it really works out, it's acceptable to me.
Okay, sorry it's just that some people post theory stuff and aren't clear about it being just theory and I am overly suspicious. Sounds good; I appreciate the effort and possibly the contribution.Well duh I did it. I wouldn't post it in here if I hadn't already tried it. I only have it applied to Lucas to test if it would work though. I'm in the library right now so I'll put the DL when I get home.
Well, for one, you have to remember bug-free is in the context of the original game. This doesn't address bugs like IDC or Sheik's chain glitch which are Sakurai's bugs and not ours (though if I could figure them out, I'd certainly like to address them!).Oh, right. :/ You'd think I'd have remembered how big those codes actually were, after having seen 'em around so much. It would certainly be very nice to eliminate the timer and Final Smash bugs, so I can definitely see doing away with those.
After that is fixed, does that mean BBrawl will be totally bug-free?
True that. I bet we might find a way to fix the bugs with Shiek and MK by editing the .pacs in PSA. In fact, I bet you could fix the infinite cape by simply putting a Change Action Requirement: Button Pressed: (appropriate button) in the right place. I don't recall the exact execution of the infinite cape, though, so I might be a bit off.Well, for one, you have to remember bug-free is in the context of the original game. This doesn't address bugs like IDC or Sheik's chain glitch which are Sakurai's bugs and not ours (though if I could figure them out, I'd certainly like to address them!).
For two, there would be one remaining bug, and it's one I really want to fix if I can. The code that changes the speed of stages isn't one I've found a way to remove (though I have been able to remove the death boundary code via stage .pacs). This code causes stages that are ordinarily frozen during character intros to progress during them. The only stages like that, to my knowledge, are Rumble Falls and Halberd. On Rumble Falls, this causes some characters to spawn in the air which is very bad if Pokemon Trainer is the one doing that (he airspawns in t-pose), and on Halberd it dramatically reduces the duration of the starting area before the ship launches (though it causes no PT issues).
---
EDIT NOTE
Does anyone know what character is closest to the PSA size limit? I seem to recall it being either Samus, Zero Suit Samus, or Pit, but I don't remember which one is the absolute closest. When I test out .pac by .pac additions, I would like to do all testing on whichever character is going to be the biggest problem.
All you have to do to make Lucas Dtilt force get-ups is to change the angle back to the old one. Forced get-ups were never taken out. Only the flopping animation was sped up.Hey guys, I've been looking into some Jab lock stuff and I found away to keep the forced get-up and remove the infinite part. This could help characters like Link and Lucas who use it as a large part of the damage dealing game and killing game (arrow lock combos and Tyr combos) without it "comboing" into itself.
What do you think AA, if we can just get rid of the infinite part and make it just a combo part, it would definitely benefit some lower-tier characters since some of them got their kill set-ups taken away. (oh and BTW, the Lucas mains don't play BBrawl b/c there is not jab lock )
What I really meant was having the flopping animations slowed down so it can actually combo into stuff like F-smash and U-smash >.>, but yes, the angle should be changed back if we implement this.All you have to do to make Lucas Dtilt force get-ups is to change the angle back to the old one. Forced get-ups were never taken out. Only the flopping animation was sped up.
Unfortunately, that would equate to a huge timing change and a correspondingly large playstyle change, which may not fit well with this project's goals. Even though it'd work great, make sense, and help with balance, I hope it isn't changed, because after playing with that change, the next time I pick up vBrawl Ganon I'll suck because I'll keep trying to Fair when it's not safe.Just something I was curious of, have you ever commented about the programming error from Ganondorf's fair?
That seems like something that, if fixed, would fit with the spirit of this project. It's something that was actually intended to be in the game, and then was messed up by an error. It really looks quite ridiculous when Ganondorf is almost fully returned to his normal air pose after using fair, only to hit the ground a split-second too early and endure FULL landing lag, returning to his fair-looking landing position.
If fixed, it'd have a more natural landing comparable to every other character's typical aerials, and should actually help out Ganon's aerial game. Of course, if it makes the move a lot more useful, it might need some minor nerfs due to the less risk involved (although really, it was originally intended to do that same amount of damage with the autocancel properties), but that's something that I'd love to see implemented, especially since it was the original programmers' intention to have it behave that way.
Actual Lucas mains shouldn't be using D-tilt unless it's in a d-tilt lock or tripped, so we really don't mind the lack of frame advantage. All we really care about is the d-tilt lock combos, that's why alot of Lucas mains don't play BBrawl.Won't changing the angle of Lucas's dtilt get rid of the extra frame advantage he currently has in bbrawl?
iirc, there's a synchronous timer at the end of the script for ganon's fair at some ridiculous number like 40 frames, preventing any possibility of an autocancel. I recall figuring out that changing the 'synchronous' to 'asynchronous' and leaving the number value there would match up perfectly to the animation, causeing autocancels at teh right time...Unfortunately, that would equate to a huge timing change and a correspondingly large playstyle change, which may not fit well with this project's goals. Even though it'd work great, make sense, and help with balance, I hope it isn't changed, because after playing with that change, the next time I pick up vBrawl Ganon I'll suck because I'll keep trying to Fair when it's not safe.
Not that I don't agree with your points and everything, Mit, I'm pretty much just throwing in my vote against the change.
No, see, that's totally different. The difference is... I don't play as Yoshi.As for disliking the v/BGanon split, might i ask how you can possibly play vYoshi without side-b suiciding?
You have a point there. As a pessimist, I treat it as a substitute that lets me enjoy playing Brawl in unofficial settings. It would be delightful if it were made an official replacement though, naturally.Except, in the end, the goal of this project is to be akin to a patch to vBrawl, meaning that you would not have to ever go back to vBrawl, since this is its replacement.
All coding errors should be fixed. That's what patching is for.
I don't think BBrawl has strictly lived up to having "nothing" to (re/un)learn, but the closer to nothing, the better.In other words, no one should have any problem moving between standard Brawl and Balanced Brawl. There should be nothing to learn, relearn, or unlearn as you play one or the other.
My personal opinion is that the things that require the most relearning are KO percents. Even though KO percents are fundamentally not the most important issue when it comes to character balance (until you talk about characters that already have the right tools for being competitive), they are by far one of the most important factors for playstyle due to how huge stale moves is in Brawl.I don't think BBrawl has strictly lived up to having "nothing" to (re/un)learn, but the closer to nothing, the better.