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Balanced Brawl Version 2 Release

megamonk4

Smash Rookie
Joined
Sep 10, 2010
Messages
2
I just wanted to say that I started playing BBrawl a few days ago, but I wished that I knew about this earlier. It definitely makes Brawl feel more of what a Smash Bros game should be. I'm currently supporting this now and promoting this to my friends.

I do have a question though. But I believe I may already have an answer to it. Its about the tether recovery for Ivysaur and Olimar. I know the first version you have changed it similar to ZSS's Tether Recovery where they can do it in the air more than once unless they actually miss their reach for the ledge. Was it taken back out so to keep their recovery moves as original to the regular version(This is what I'm assuming is the answer to my question)?
This really isn't an issue anymore, since Ivysaur can use his Dair to gain some air, and Olimar has his super armor from his Neutral B move.

I also have a suggestion for your site. I like the look of the website and the organization to listing the changes made in the game, but there isn't a forum to your website, XD. I hope that there will be one sometime in the future, :D.
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
It does several things at once; it's a set of dependent fighter.pac edits that include BBrawl's new ledge behavior and new jab lock behavior. It had to be one code because of the dependent nature of the codes (written in ways as to be self-referencing to reduce space and required variable count), but since it does many things, we named it "omnibus".

I just wanted to say that I started playing BBrawl a few days ago, but I wished that I knew about this earlier. It definitely makes Brawl feel more of what a Smash Bros game should be. I'm currently supporting this now and promoting this to my friends.

I do have a question though. But I believe I may already have an answer to it. Its about the tether recovery for Ivysaur and Olimar. I know the first version you have changed it similar to ZSS's Tether Recovery where they can do it in the air more than once unless they actually miss their reach for the ledge. Was it taken back out so to keep their recovery moves as original to the regular version(This is what I'm assuming is the answer to my question)?
This really isn't an issue anymore, since Ivysaur can use his Dair to gain some air, and Olimar has his super armor from his Neutral B move.

I also have a suggestion for your site. I like the look of the website and the organization to listing the changes made in the game, but there isn't a forum to your website, XD. I hope that there will be one sometime in the future, :D.
Olimar's up special was never changed. It would be a powerful buff for Olimar we are in agreement he definitely shouldn't have (also a point of clarity: it is his down special with the super armor). Ivysaur's was changed but was later removed in favor of the current dair for two reasons. For one, the change wasn't actually so much directly helpful as it put a higher skill ceiling on gimping Ivysaur. With just removing the helpless on totally whiffed Vine Whip, you only have to time grabbing the ledge well instead of mindlessly holding it which is only a particularly big help for Ivysaur against weaker opponents (or players who just haven't learned the new BBrawl match-ups). The dair is more neutral help that will improve your ability to get back against strong players as surely as against weak players even if on the surface it doesn't seem as powerful. Ivysaur is also greatly improved all around so Pokemon Trainer players in general will no longer have reason to despair when Ivysaur's turn in the rotation comes up (when I play PT, I lead Ivysaur in BBrawl!).

As per specific forums, neither Thinkaman nor I have a particular interest in carefully administrating forums, and we have seen the sad road that many project forums go down (I in particular am a grizzled veteran of internet forums). Half the posts would be confused posts by people who really don't know a whole lot, and the other half would be extremely negative or actively misinformed people causing trouble for everyone else which means the first half don't even get help for their myriad problems. Productive project discussion would likely be rare.

That being said, I hope you enjoy BBrawl!
 

LordshadowRagnarok

Smash Journeyman
Joined
Aug 26, 2009
Messages
246
Location
Bastok
So, what part of the BBrawl code/files is it that's overriding the stage select screen to put on the Wifi room on the list?
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
I'm pretty sure that's an edit in common5.pac for the SSS image, and then the Custom SSS code.

*EDIT* Oh, and then there's a code somewhere there to give WiFi Room Mario Bros.' tracklist.
 

megamonk4

Smash Rookie
Joined
Sep 10, 2010
Messages
2
It does several things at once; it's a set of dependent fighter.pac edits that include BBrawl's new ledge behavior and new jab lock behavior. It had to be one code because of the dependent nature of the codes (written in ways as to be self-referencing to reduce space and required variable count), but since it does many things, we named it "omnibus".



Olimar's up special was never changed. It would be a powerful buff for Olimar we are in agreement he definitely shouldn't have (also a point of clarity: it is his down special with the super armor). Ivysaur's was changed but was later removed in favor of the current dair for two reasons. For one, the change wasn't actually so much directly helpful as it put a higher skill ceiling on gimping Ivysaur. With just removing the helpless on totally whiffed Vine Whip, you only have to time grabbing the ledge well instead of mindlessly holding it which is only a particularly big help for Ivysaur against weaker opponents (or players who just haven't learned the new BBrawl match-ups). The dair is more neutral help that will improve your ability to get back against strong players as surely as against weak players even if on the surface it doesn't seem as powerful. Ivysaur is also greatly improved all around so Pokemon Trainer players in general will no longer have reason to despair when Ivysaur's turn in the rotation comes up (when I play PT, I lead Ivysaur in BBrawl!).

As per specific forums, neither Thinkaman nor I have a particular interest in carefully administrating forums, and we have seen the sad road that many project forums go down (I in particular am a grizzled veteran of internet forums). Half the posts would be confused posts by people who really don't know a whole lot, and the other half would be extremely negative or actively misinformed people causing trouble for everyone else which means the first half don't even get help for their myriad problems. Productive project discussion would likely be rare.

That being said, I hope you enjoy BBrawl!
I definitely prefer the change to Dair rather than his tether recovery. When I first played with Pkmn Trainer he was my strongest character between the three until I began to develope on the other two. It seemed as if I lost my skill in using ivysaur, XD. But BBrawl definitely turns this around towards where Ivysaur is on top again. Other low tier characters are great and fun to play with now because of your mod.
 

LordshadowRagnarok

Smash Journeyman
Joined
Aug 26, 2009
Messages
246
Location
Bastok
I'm pretty sure that's an edit in common5.pac for the SSS image, and then the Custom SSS code.

*EDIT* Oh, and then there's a code somewhere there to give WiFi Room Mario Bros.' tracklist.
Ah, I wasn't touching the Common5.pac, that musta been it. Thanks. Got the stage expansion code rocking now.
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
We're going to have some files ready for the public within the next couple days (I'm aiming for tomorrow, but Thinkaman is busy lately so we'll see). Here's what you can expect:

-Stages with altered stage hazards. I'll post more details later, but the following are the affected stages: Norfair, Green Greens, Pirate Ship, PictoChat, Port Town Aero Dive, Flat Zone 2

-Stage Specific Speed Reduction code is no longer a part of the .gct; stage speed changes are now done via .pac file edits. This makes Green Greens and Luigi's Mansion more natural and fixes the bug with stages that are normally frozen during the character introductions (Mushroomy Kingdom, Rumble Falls, Halberd).

-Bowser Bomb now has super armor. Frames 1-15 for aerial and 1-10 for grounded.

-Ice Climbers are reworked... a lot. There are no longer any chaingrabs at all, but they have a lot of really cool stuff and are now definitely the most different character in BBrawl. I'll leave this to the imagination.

-Link's aerial Spin Attack canceled into tether now always goes into helpless even if the tether aims at a ledge but fails to latch on, fixing a bug in BBrawl2.

-Several jabs were subtly tweaked. Samus benefits most.

-Jigglypuff got a bunch of smaller tweaks as well as yet another fun trick for this more whimsical character. Fake Rest?

-Lucas got a few buffs, none of them too big but all of which should make Lucas play a bit more smoothly.

-Olimar now plucks pikmin at the same rate from all surfaces, the normal "fast" rate he uses on stages such as Final Destination. This is most noticable on the third form of Castle Siege and the lower section of Spear Pillar, but it is a small improvement on many random surfaces.

-Small tweaks to Mario, Diddy Kong, Kirby, Ike, and Captain Falcon. Ike and Captain Falcon see tweaks to their armor, Kirby gets a few little things none of which are big at all, and Mario and Diddy Kong have hiboxes tweaked very slightly on their multi-hit moves to make them more airtight. Exact details on all of this later.

-Ganondorf and Bowser now always win with their suicide moves no matter what controller port or any of that nonsense. This is something we're still fine tuning but are 99% of the way there. I know no one cares, but for completeness I'm going to be pestering Thinkaman (he took point on this one) to include Giga Bowser (for anyone who didn't know, Giga Bowser in standard Brawl always goes to Sudden Death with his suicide move, unlike normal Bowser who goes to Sudden Death if near the p4 side but wins near the p1 side except when a certain advanced technique is used that makes him always win).

This version will also see the removal of a few things. We're not going to be including BBrawl's custom stage select screen and all codes and files involved in stage selection (including WiFi Waiting Room's addition as a stage), we're just flat out reverting changes to Spear Pillar and dropping our request that people play on it (no one liked it anyway), and we're making our primary distribution model Riivolution based which means custom stages will be usable (we'll include some alternate files for use with Smash Stack and/or gecko). We have our reasons.

What we are going to be asking primarily for is a polish report. Our focus at this point is "what about the game makes it obvious to you that this couldn't have been the way the game was all along?". We hope for an answer of "nothing". We still appreciate all feedback of course, but the most important thing to us right now is having what we're presenting here be as smooth and natural of an experience as possible with everything "feeling right". As players, we're sure you'll appreciate a bit of a tuned up version of the game.

I also place a high premium on any information relating to methods to fix the freezes caused by Sheik's chain or Yoshi's grab being broken. We have no idea how to fix these bugs but would really, really like to include fixes for them if possible. On the off-chance anyone knows how on either of them, let me know, and I'll be deeply thankful.
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
No more Spear Pillar? What?

Just keep the Spear Pillar in. There's nothing lost by including the option. I'll just keep the old version if you don't.

I'm very curious as to how you made Ganon always win, when previously he never did.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Ganon and Bowser fixes sound cool. Do you set it so that they can't die during it or something?

Regarding the chain jacket crash - look at sheik's pac in B+ I believe, Magus figured out how to fix it a long while ago.
 

Last Elixir

Smash Cadet
Joined
Oct 23, 2010
Messages
61
Location
West Des Moines, Iowa
Is there any way I can get you to spoil us on some of the changes to Ice Climbers early? They've always been an interesting character to me, and I'm excited to hear what's been done for them. Either way, I'll be watching this thread more closely, as I'm eagerly anticipating some more stuff from you two!
 

ぱみゅ

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Too ba for stages, but I think you took the right choice, and make character feedback the main priority.

I can't wait to see the new changes!
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
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Messages
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Kansas City, MO
To be clear, stages are very much a priority, but we're now holding stages to the same design standard as characters that requires truly seamless integration into the experience. Spear Pillar was awkward in a few ways and had some unusual graphic interactions if you were paying attention. WiFi Waiting Room didn't work right with items on, had a random camera glitch, and did not have the same standard of presentation as the normal stages (not that I don't love it but...), and the custom stage select screen allowed for a game crash in the My Music menu.

To be further clear, all specific stage changes other than Spear Pillar are still in (to be further clear, you can still pick Spear Pillar, and it will just be what it was in standard Brawl). Mushroomy Kingdom 1-1 is still slowed down with a higher ceiling, for instance (I also put in a change to 1-2 to make the ceiling height match for completeness sake). We just no longer do it by .gct code but now use a file-based implementation model. Those who pay attention to subtle things will notice a bug fixed but otherwise will see that stage play exactly the same way as before (for those who haven't given it a chance, MK 1-1 is awesome in BBrawl and will be a little more awesome now but mostly the same). We're centered in on a set of 28 stages we feel pretty good about, and our character balance assumption for stages is that any match-up could be played on any of the following 28 stages:

Battlefield
Final Destination
Delfino Plaza
Luigi's Mansion
Mushroomy Kingdom 1-1
Mario Circuit
Pirate Ship
Norfair
Frigate Orpheon
Yoshi's Island [Brawl]
Halberd
Lylat Cruise
Pokemon Stadium 2
Port Town Aero Dive
Castle Siege
Distant Planet
Smashville
Flat Zone 2
PictoChat
Green Hill Zone
Yoshi's Island [Melee]
Jungle Japes
Onett
Corneria
Rainbow Cruise
Green Greens
Brinstar
Pokemon Stadium 1

We make no further assumptions about how stages are picked when and why, and of course players are free to do what they want. Just know that our balance claims revolve around this stage set. Characters are balanced to be fair across these 28 and are not designed to be fair on the other 16 (if you actually try listing off the other 16, you'll see why pretty fast though Bridge of Eldin especially is "close"). Obviously characters have local highs and lows, but we are pretty confident every character is diverse enough to be able to handle all of these stages.

Of course, feel free to keep old files or customize to your liking. If you really just don't want to play on Flat Zone 2 that's your choice of course, though I'd definitely encourage you to give it a shot. We have our own motivations for doing things like we do, but on your end, it makes sense to do whatever is most fun for you.

---

Ganon and Bowser changes are done by editing Ganon and Bowser's animation files and tweaking a node-based parameter on Ganon as I recall (we also used the nodes to fix the issues with Olimar, though I'm aware there's another way to do it). The trick is moving the ThrowN bone which controls the attach point of the enemy character a little bit lower as to assure that Ganon and Bowser cross the blast zone a tiny bit later than the opponent. This does affect how it looks, but on Bowser it's microscopic (you'd have to be paying super close attention with the new distance gap not being any "worse") and on Ganon it actually makes it animate a bit better since before Ganon's arm was a little bit inside them as he plunged but now they're at the end of his arm like you would expect. Ganon's max fall speed during aerial Flame Choke also had to be lowered but is still pretty fast, and generally that won't have any gameplay effect other than changing this undesirable behavior.

---

Ice Climbers... I don't want to spoil right now. I'm happy for the interest though. I'll do my best not to keep you waiting for too long.

---

The B+ .pac files are kinda difficult to navigate, but I'll carefully inspect for differences in Sheik's actions and subactions and see if I can figure out what exactly it is you guys did if you did make the appropriate change. I'm hoping I find what I'm looking for, but since Brawl+ is completely undocumented, exploring it isn't much different from exploring files from standard Brawl trying to figure out how things are done...
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
To be clear, stages are very much a priority, but we're now holding stages to the same design standard as characters that requires truly seamless integration into the experience. Spear Pillar was awkward in a few ways and had some unusual graphic interactions if you were paying attention. WiFi Waiting Room didn't work right with items on, had a random camera glitch, and did not have the same standard of presentation as the normal stages (not that I don't love it but...), and the custom stage select screen allowed for a game crash in the My Music menu.

To be further clear, all specific stage changes other than Spear Pillar are still in (to be further clear, you can still pick Spear Pillar, and it will just be what it was in standard Brawl). Mushroomy Kingdom 1-1 is still slowed down with a higher ceiling, for instance (I also put in a change to 1-2 to make the ceiling height match for completeness sake). We just no longer do it by .gct code but now use a file-based implementation model. Those who pay attention to subtle things will notice a bug fixed but otherwise will see that stage play exactly the same way as before (for those who haven't given it a chance, MK 1-1 is awesome in BBrawl and will be a little more awesome now but mostly the same). We're centered in on a set of 28 stages we feel pretty good about, and our character balance assumption for stages is that any match-up could be played on any of the following 28 stages:

Battlefield
Final Destination
Delfino Plaza
Luigi's Mansion
Mushroomy Kingdom 1-1
Mario Circuit
Pirate Ship
Norfair
Frigate Orpheon
Yoshi's Island [Brawl]
Halberd
Lylat Cruise
Pokemon Stadium 2
Port Town Aero Dive
Castle Siege
Distant Planet
Smashville
Flat Zone 2
PictoChat
Green Hill Zone
Yoshi's Island [Melee]
Jungle Japes
Onett
Corneria
Rainbow Cruise
Green Greens
Brinstar
Pokemon Stadium 1

We make no further assumptions about how stages are picked when and why, and of course players are free to do what they want. Just know that our balance claims revolve around this stage set. Characters are balanced to be fair across these 28 and are not designed to be fair on the other 16 (if you actually try listing off the other 16, you'll see why pretty fast though Bridge of Eldin especially is "close"). Obviously characters have local highs and lows, but we are pretty confident every character is diverse enough to be able to handle all of these stages.

Of course, feel free to keep old files or customize to your liking. If you really just don't want to play on Flat Zone 2 that's your choice of course, though I'd definitely encourage you to give it a shot. We have our own motivations for doing things like we do, but on your end, it makes sense to do whatever is most fun for you.

---

Ganon and Bowser changes are done by editing Ganon and Bowser's animation files and tweaking a node-based parameter on Ganon as I recall (we also used the nodes to fix the issues with Olimar, though I'm aware there's another way to do it). The trick is moving the ThrowN bone which controls the attach point of the enemy character a little bit lower as to assure that Ganon and Bowser cross the blast zone a tiny bit later than the opponent. This does affect how it looks, but on Bowser it's microscopic (you'd have to be paying super close attention with the new distance gap not being any "worse") and on Ganon it actually makes it animate a bit better since before Ganon's arm was a little bit inside them as he plunged but now they're at the end of his arm like you would expect. Ganon's max fall speed during aerial Flame Choke also had to be lowered but is still pretty fast, and generally that won't have any gameplay effect other than changing this undesirable behavior.

---

Ice Climbers... I don't want to spoil right now. I'm happy for the interest though. I'll do my best not to keep you waiting for too long.

---

The B+ .pac files are kinda difficult to navigate, but I'll carefully inspect for differences in Sheik's actions and subactions and see if I can figure out what exactly it is you guys did if you did make the appropriate change. I'm hoping I find what I'm looking for, but since Brawl+ is completely undocumented, exploring it isn't much different from exploring files from standard Brawl trying to figure out how things are done...
If I remember correctly its because some variable isn't stored upon loading, so if you manage to introduce the chain in a specific fashion, an unloaded variable is called and causes a crash. use osa2 in sheik's pac and generate data to see all variable references and it should be clear which one's are related to sheiks sideB
 

Supreme Dirt

King of the Railway
Joined
Sep 28, 2009
Messages
7,336
So I'm guessing you removed Nana's grab? There's no other way I can think of to remove their infinites.

Unless you removed Nana.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Turns out I lied. It was never implemented, but Magus knows how.
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
The chain jacket works by transitioning from air to ground on frame 21. You skip over accessing the hitbox data from the chain's subactions, and instead use the hitbox data most recently stored in those IDs in memory. If nothing has been written to one of the 4 IDs the chain uses in the match yet (jacketing with the 1st chain of the match) it causes a freeze.

If you prime the IDs with hitbox data at the start of the match, such as in Main of both Entry subactions putting a Subroutine [SpecialSStart offset] followed immediately by a Terminate Collisions, it will use ground chain hitbox data if you jacket the 1st chain instead of causing a freeze.
 

A2ZOMG

Smash Legend
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AA and Thinkaman, I know I haven't been posting much, but I assure you, I am hyped and fully supportive of the efforts. =)

I'll just say, I'm tempted to second ICs in BBrawl3. They're going to be SO FUN.

And lmao, I figured that you guys would be fixing animations for the SideBs of Bowser and Ganon. I like the sound of it.

So I'm guessing you removed Nana's grab? There's no other way I can think of to remove their infinites.

Unless you removed Nana.
I'm not spoiling the real kicker, but I'm pretty sure in the current build, doing actual infinites with the ICs is impractically hard, and furthermore does not actually last long enough to be considered an "infinite" given the rather high knockback the IC throws were given.

I forgot the entire details, but I assure you, the new ICs will be a character that everyone will enjoy playing.
 

dansal

Smash Apprentice
Joined
Aug 9, 2009
Messages
96
Is the announcement going to take place before februrary the 17th? I won't have internet access for several months after that date, I hope you don't mind my asking.
 

Last Elixir

Smash Cadet
Joined
Oct 23, 2010
Messages
61
Location
West Des Moines, Iowa
Is the announcement going to take place before februrary the 17th? I won't have internet access for several months after that date, I hope you don't mind my asking.
Well he said he's gonna try and get it to us ina c ouple of days, so I hope it isn't February at all when they give us stuff! XD
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
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Messages
4,582
Location
Kansas City, MO
That explanation of the Sheik chain glitch was excellent and allowed me to code a complete fix. Now Sheik's chain, if activated in the "glitch" way, always hits like the grounded chain which is what visibly should happen.
 

Dragoon Fighter

Smash Lord
Joined
May 23, 2010
Messages
1,915
Is there a way I can run balanced brawl with out having to delete my costume stages (I have homebrew channel.)?

Edit: Also how to I select which spear pillar I wish with a Nunchuk (I know misspelled and Spell check is not working today for some reason.) controller?
 

Rainierman

Smash Rookie
Joined
Oct 24, 2010
Messages
22
-(...) fixes the bug with stages that are normally frozen during the character introductions
Yes!

-Ganondorf and Bowser now always win with their suicide moves no matter what controller port or any of that nonsense.
YES! This is ALWAYS in my mind every time I use these moves. Awesome :D!

It doesn't sound like this will fix explosions Super Armor though. Or... does it? *suspense music*

We're not going to be including BBrawl's custom stage select screen and all codes and files involved in stage selection
Yay. The Spear Pillar thing really bothered me. I had actually forgotten until someone's post about it a way back, how it used to be my favorite stage before and how I had it neglected in BBrawl. All the brief points you mentioned covered all my discomfort with the codes and more. Nice! Even though it never was something that would turn me away from playing it. I'm really glad about what seems to me like such a well thought decision.

and we're making our primary distribution model Riivolution based which means custom stages will be usable (we'll include some alternate files for use with Smash Stack and/or gecko). We have our reasons.
I have HBC so I can adapt to whatever you choose, but I'm glad you're keeping the Smash Stack as an official alternative. Means more people to play it with!

What we are going to be asking primarily for is a polish report. Our focus at this point is "what about the game makes it obvious to you that this couldn't have been the way the game was all along?". We hope for an answer of "nothing". We still appreciate all feedback of course, but the most important thing to us right now is having what we're presenting here be as smooth and natural of an experience as possible with everything "feeling right". As players, we're sure you'll appreciate a bit of a tuned up version of the game.
Yes sir! And many, many thanks for all you've done. :D

I'm really surprised how this keeps getting better and better and achieving more and more. You're awesome.
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
Joined
Jan 31, 2008
Messages
4,582
Location
Kansas City, MO
No, other controller port issues remain. The explosion + grab armor thing is truly bizarre and something I haven't even a faint concept of how to fix (it's a pretty ugly behavior from standard Brawl I know). Likewise, simultaneous transformations still have port favoritism, but with BBrawl's SD loaded transforming characters, the difference this makes is at least mitigated.

For the curious, internal testing revealed a few little quirks, nothing too big but we are ironing them out before you have the files. It's still on an "any time" basis, just explaining why it hasn't happened yet.
 

King Luigi 128

Smash Cadet
Joined
Mar 30, 2010
Messages
46
Location
USA
Just out of curiosity.. would you consider including those 'attack sounds' in a future update?

It was a part of the previous Smash games after all & was clearly being used again for Brawl...
I know this isn't that important, but I figured it would at least be a cool bonus if it was restored.
 

Amazing Ampharos

Balanced Brawl Designer
Writing Team
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Messages
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There are a few reasons not to I can find pretty quickly.

1. That set of SFX seems to be incomplete. I notice a lack of English voice clips for Jigglypuff, and a few characters (such as Yoshi) only have two instead of the three they are "supposed to" have.

2. Implementation increases the complexity of the code base, consumes development resources, and has the potential to introduce bugs. That's a real hurdle in front of putting anything in the game but especially something like this. At absolute best, this would require .pac editing of the SFX portions of three subactions for the entire cast which is a non-trivial amount of work. Remember too the risk that the work turns out to be a dead end and clean implementation ends up being something we can't do. Every major effort we make in this project we make with a risk-analysis of the possibility of having nothing to show for it. It's a part of the reason we are so conservative.

3. It's really not clear the game is actually better with these SFX. A few of them sound awkward and are not particularly up to the standard of the rest of Brawl's VA work (Bowser's sound pretty bad to me, though none of it beats that silly removed taunt for MK). With the sole exception of R.O.B., none of them really add anything new to the presentation of the characters, and it's not really clear having unique SFX when being hit in those circumstances makes the game better. Yes I know Melee uses SFX like those, but that's not really a reason to add them. The only one that is even noticably absent is the "heaviest" one, and that was probably removed from Brawl due to the longer survival of some characters. Hearing Snake give his death yelp 5-6 times before actually dying takes away from any "you just got annihilated" feeling those SFX were meant to convey. If you forget the Melee angle or that these files were found and ask yourself as though it were a new and original idea "Would Brawl be a better game if we put unique SFX in to play when each character got hit by different strengths of attacks?". I'm not sure it would be easy to answer "yes".

4. My intuition tells me it's not a good idea. The main reason behind this is a nagging notion of "the original developers probably had a legitimate reason for leaving these out even if I don't know it right now".

That I gave an answer such as this should demonstrate to you that I did consider your proposal, but I have to conclude, with all factors taken together, that it's something we're fairly unlikely to do (I don't say "never" because I don't know what circumstances will exist in the future). I see downsides and risks and not really a light at the end of the tunnel that would make such a direction worthwhile.
 

Toomai

Smash Ace
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Messages
769
Location
Someplace in Canada
I also place a high premium on any information relating to methods to fix the freezes caused by Sheik's chain or Yoshi's grab being broken. We have no idea how to fix these bugs but would really, really like to include fixes for them if possible. On the off-chance anyone knows how on either of them, let me know, and I'll be deeply thankful.
For the Yoshi's grab thing, try adding a throw initializer (060e1100) with an ID of 1 just after the grab hitboxes appear. I don't know if it'll work (I haven't looked at throws in detail), but I do know that throws with an ID of 1 are what's used to release characters from throws in progress (like DK's cargo), and initializing one just as the grab comes out is actually used for a few characters for no otherwise apparent reason (like Bowser's dash grab).
 

Jack Kieser

Smash Champion
Joined
Jan 11, 2008
Messages
2,961
Location
Seattle, WA
Man, I keep seeing AA posts and getting excited, then... oh, it's just an explanation about something. Not that I'm complaining! I love hearing the inside scoop on the development of the mod... but I'm just sooooo excited! ^_^ Maybe I'll actually boot up Brawl again.
 

King Luigi 128

Smash Cadet
Joined
Mar 30, 2010
Messages
46
Location
USA
There are a few reasons not to I can find pretty quickly.

...
...

That I gave an answer such as this should demonstrate to you that I did consider your proposal, but I have to conclude, with all factors taken together, that it's something we're fairly unlikely to do (I don't say "never" because I don't know what circumstances will exist in the future). I see downsides and risks and not really a light at the end of the tunnel that would make such a direction worthwhile.
Hmm, I see. :urg: ..well thanks for your time anyway. :cool:
Though I had a feeling it wouldn't actually be implemented.. I'm still glad to see that my post wasn't completely ignored or just brushed off with 1-2 lines saying "no that's a stupid idea!" or something to that effect.

Man, I keep seeing AA posts and getting excited, then... oh, it's just an explanation about something. Not that I'm complaining! I love hearing the inside scoop on the development of the mod...
I feel the same way, it's always fun hearing about some new discovery or big fixes in the works.
 

Pogoshark

Diddy-Strong
Joined
Dec 14, 2010
Messages
268
Location
Sydney, Australia
NNID
Pogoshark
I cant get it to work, i have Wii System Menu 4.3E if that makes a difference.

i extracted the folders in the balanced brawl PAL pack to the root of my SD card ( apps, codes, private,riivoultion and boot.elf)

i have no custom stages on my wii and it wont load
 

Problem2

Smash Champion
Joined
Jun 12, 2006
Messages
2,318
Location
Crowley/Fort Worth, TX
NNID
Problem0
I cant get it to work, i have Wii System Menu 4.3E if that makes a difference.

i extracted the folders in the balanced brawl PAL pack to the root of my SD card ( apps, codes, private,riivoultion and boot.elf)

i have no custom stages on my wii and it wont load
you cannot have custom stages on your SD card either. I don't know if that applies to you.
 

Pogoshark

Diddy-Strong
Joined
Dec 14, 2010
Messages
268
Location
Sydney, Australia
NNID
Pogoshark
you cannot have custom stages on your SD card either. I don't know if that applies to you.
Ah... I have stages on my SD...

I just tried it again and it didnt work :/

I also downloaded the U version and theres heeps of files the E version doesnt include, like GECKO and a folder with 1 custom stage
 

King Luigi 128

Smash Cadet
Joined
Mar 30, 2010
Messages
46
Location
USA
I can't get it to work, I have Wii System Menu 4.3E if that makes a difference.
Ironically that makes all the difference in this case.
Part of the reason it's not working for you is the combination of Wii Menu 4.3 & PAL...
(If it was just version 4.2 [or below], then this would be much simpler.)

I extracted the folders in the Balanced Brawl PAL pack to the root of my SD card.
(apps, codes, private, riivolution and boot.elf)

I have no custom stages on my Wii and it wont load!
I also downloaded the U version and there's heaps of files the E version doesn't include,
like GECKO and a folder with 1 custom stage.
The other part is because the NTSC & PAL versions of B-Brawl use different methods to
load codes/files (& have different codes), so simply swapping the files won't fix anything.

The instructions you read on the B-Brawl site were written for the NTSC method.
(They never got around to updating them with PAL info, for.. whatever reasons.)

But they did say an update will be available.. well soon.. so just hang on a little longer.
 

A2ZOMG

Smash Legend
Joined
Oct 13, 2007
Messages
12,542
Location
RPV, California
NNID
A2ZOMG
Switch FC
SW 8400 1713 9427
Just out of curiosity.. would you consider including those 'attack sounds' in a future update?

It was a part of the previous Smash games after all & was clearly being used again for Brawl...
I know this isn't that important, but I figured it would at least be a cool bonus if it was restored.
As AA stated, one of the problems with those voice clips is that many of them are just plain awkward.

They just aren't as high quality as the voice clips used in Melee for the most part.

After watching a few videos of Project M, I feel it was in the developer's best interest to not include those particular voice clips.
 

Last Elixir

Smash Cadet
Joined
Oct 23, 2010
Messages
61
Location
West Des Moines, Iowa
Would it be possible to make the timing on canceling the Fox Flash (And Wolf/Falco's as well) a bit more lenient? It seems silly that it is so close to frame-specific for where you're allowed to cancel it, even if there isn't much use in doing so.
 
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