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Brawl 64 - Back to the Basics - Announcement about the title screen

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N.A.G.A.C.E

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good call on this idea.

i think you should put the code so you can use pt pokemon by themselves this will make it easy to get rid of one of there b moves (down b) also you should keep l/r canceling b/c its the controller that changed no helping that.
 
S

smash brawl player 99021

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Oh goody only SDI. That might make it difficult for people who can't/don't know how. I guess that might make it a sort of training ground for people to learn it right?
 

WheelOfFish

Smash Journeyman
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No. Side Bs are moves. Not mechanics.
Yeah, the addition of a fourth special was a good thing for Melee and Brawl... but N64 didn't have it. And the goal of the project is to emulate SSB64. If we add a fourth special, where do we stop? Should we then include air dodges and gliding? Or DI?

We HAVE to take things away to make Brawl64 truly like SSB64. It might seem like a downgrade, but in all honesty, if we kept them in, this game would a.) not feel like N64 and b.) feel like a cheap Brawl+. And I don't want either of those things to happen.
 

maybeway36

Smash Rookie
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Jul 20, 2008
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If it becomes possible to insert entirely new models, we should put in the Fighting Polygon Team. Their models really aren't that complicated. ;)
 

kr3wman

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Because Fighting Polygons were awesome and not limited to a 1/10th of the cast.

and also because 'FIGHTING POLYGON TEAAAAAM' sounded awesome.
 
S

smash brawl player 99021

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Because Fighting Polygons were awesome and not limited to a 1/10th of the cast.

and also because 'FIGHTING POLYGON TEAAAAAM' sounded awesome.
Yeah, true but how could that be properly implemented into the game?
 

WheelOfFish

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So I don't have a list of credits or a full list of changes, but I REALLY would appreciate it if you guys could test out what I would call the Beta v0.01.

Currently includes:
- Original 12 CSS and other minor cosmetic changes
- No random tripping
- Really high hitstun... higher than Brawl+'s at least
- Moderate shield stun (which means that it needs raised to be like SSB64 hahah)
- Modified hitlag, though it may need to be raised
- Manual l-canceling (sorry, no z-canceling for now)
- No sliding (friction modifier)
- No airdodging (shield button in air is now an attack)
- No auto jab
- No water lag
- 3/4 power stale move negation
- Level freezer (I think I made it so it only applies to Spear Pillar and Warioware)

And probably some other things I forgot. I was planning on adding a frame rate mod but I forgot to... sorry!

Keep in mind that I'm releasing this build to get critiques on the changes I've made so far. I know what is missing (ie: removing DI, specials, ect.) so I don't want need suggestions on what needs added. Also understand that character balance is skewed beyond belief right now... I have done nothing to any of the characters yet. It will get fixed after the physics and related things are perfected. What I really need feedback on is what I have changed so far. Don't download this expecting Brawl 64, because you will be disappointed. Like I said, this is beta v0.01... saying that Brawl 64 is far from being done is a huge understatement. This beta is for testing purposes only!

That said...
BRAWL 64 BETA VERSION 0.01 removed because I included the wrong file. D: Just wait 'til beta v0.02. Should be before the end of this week.
 
S

smash brawl player 99021

Guest
Only Spear Pillar and Wario Ware? What about PS2?
 

Nybb

Smash Journeyman
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Downloading the demo now to try out.

As far as hitstun/frame data, we should try to get a hold of antd and House/Jpeal, they are pretty much the two hacking/TAS gurus of the 64 board and if anybody had relevant info, it would be them. I'll try messaging them I guess.
 

WheelOfFish

Smash Journeyman
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Oops. I forgot ALR too, but I meant to include it and will be sure to fix it ASAP.

Sounds great Nybb!
 

skstylez

Smash Journeyman
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357
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Yeah, the addition of a fourth special was a good thing for Melee and Brawl... but N64 didn't have it. And the goal of the project is to emulate SSB64. If we add a fourth special, where do we stop? Should we then include air dodges and gliding? Or DI?

We HAVE to take things away to make Brawl64 truly like SSB64. It might seem like a downgrade, but in all honesty, if we kept them in, this game would a.) not feel like N64 and b.) feel like a cheap Brawl+. And I don't want either of those things to happen.
yeah i agree please keep this 100% true to SSB64, deleting content always hurts but it is only for the better. but on a side note, there IS DI in ssb64, and it was very crucial

Also, add dl links to your original post, and what exactly is ALR? and what is the diff between hitstun/hitlag?
 

WheelOfFish

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ALR is aerial lag reduction. Powerful aerials in Brawl have a lot longer landing lag than uncanceled aerials did in the previous games, so it speeds it up.

You know how in original Brawl as Falcon, when you'd knee a character at a high percent, they'd pause before flying off? That's hitlag. Electric hitlag has been toned down a little. Hitstun allows for combos.

Anybody who has a decent knowledge of PSA: if you want to help out and think you'd be able to make smash attacks unchargeable for the original 12, let me know!
 

Shadic

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Anybody who has a decent knowledge of PSA: if you want to help out and think you'd be able to make smash attacks unchargeable for the original 12, let me know!
Try moving all the coding from the Smash to the charge? It's probably a horrible idea, but I'm tired.
 

WheelOfFish

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387
I didn't try it yet, but huh...
"Original 12 CSS", did you cut the roster?
Temporarily, yes. The plan is to perfect the physics with the original 12, make sure they are decently balanced by themselves, and slowly add in the rest of the cast.

Try moving all the coding from the Smash to the charge? It's probably a horrible idea, but I'm tired.
What I was thinking was just making it so characters can only due the uncharged animation. I don't get PSA completely... I never took the time to learn it D: I'll have to learn eventually but it'd be awesome if someone could do it for me...

Why not use the S-canceling code? It does exactly what z-canceling did.
Didn't know this. Should I add it in conjunction with l-canceling or by itself?
 

Wavedash Master

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322
Didn't know this. Should I add it in conjunction with l-canceling or by itself?
S canceling - Phantom wings (27 lines)
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 0000007C
58010000 0000007C
58010000 0000002C
92210003 00000004
4A001002 00000000
34000038 00000015
36000038 00000019
4A001003 00000000
10000084 00000080
E2000002 00000000
80100001 00000008
62000000 00000001
E2000003 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Taken straight from the competitive codes thread. I haven't used this code in a long time, but I remember it working well (meaning no bugs and the such).

As far as adding l-canceling too, I would deal with aerial attack speed individually instead of a global divider (PSA does this job best).
 

WheelOfFish

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Oh duh, I'm stupid. Sorry, I forgot the difference between l-canceling and s-canceling for a second.

Intelligence fails me sometimes. Thanks for the help though. I'll test it out later, in Beta v0.02 I'll be sure to add ALR and replace l-canceling with s-canceling.
 

shanus

Smash Hero
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Nov 17, 2005
Messages
6,055
Ita not hard to program L or Z cancelling in PSA

if i have free time one day (hard to find) ill help you out
 

kr3wman

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4,639
Could you make it so that Shield cancelling doesn't activate the shield if you use it to cancel lag?

You know, like it Smash 64...

...

'._.
 

NAMQ_DrunkeNFeasT

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ok, this thread is making me gain adrenaline per second go nuts!!!!

ok, I cheer you people to keep this project going forward, and making it be 64 in all ways

some physics that need to keep in mind: (even if they were above this post, it is always good to take the in priority)

- No chargeable smash attacks is a most
- No perfect shield for everyone, exept Yoshi (maybe 1 frame or 2 frame perfect shield for yoshi)
- Fast Grab animation :|!!!! exept for tether Grabs
- Hitlag was not on all attacks, it was only massive hitlag on multihitbox moves, so, fix that with PSA intead of a Global Hitlag mod
- No pivot Grabs, change them to Turn animation or anything but, no reverseable grabs must be shown in here
- Dash Cancel with crouch was prolly 64, idk, maybe yes, maybe no
- Character individual jump tweaks/nerfs (example, jigglypuff's Short Hop and Full Jump were ultra high, but each time she air jump, she gets alot less vertical momentum, last jump, is like no vertical momentum at all)
- Z air must be removed

hmmm... prolly I missed some stuff, but, lol, they will come to the moment of truth to the project when is started/done

we should make the twelve 64 cast characters, be able to feel the same as 64, link's Up can really be done with psa, he can have he's old Up into this project, and can be done easily

make some of the old popular combos come to life, or maybe all

let me see what else... hmmm

ohh some smash/aerial atttacks were different on 64

like this ones:

- Dk Fsmash - Strong hand slap (simmilar to Ftilt, slow start up, then the slap hit opponents)
- Dk uair - Slow Hand Swing (Dk brawl Utilt, but slower)
- Dk Bair - comes fast, same animation, but the kick and the hitbox stays much longer
- Dk Dsmash - out of ideas...

- C.F Fsmash - Momentum Kick (like Ftilt, but has fire damage, avarage amount of hitlag stronger)
- C.F Fair - he must use he's Nair animation for this one
- C.F Nair - the only way to make this one is to use SpecialLw but with no momentum at all, and this looks just as fine as 64's C.F's Nair
- C.F Upsmash - out of ideas...

- Pikachu Dsmash - hmmm he didn't spin at all, just did something like mario's Dsmash, he can prolly use a stand attack or tripped attack animation
- Pikachu Nair - this one can be tricky but, prolly can be done ^^, use one of the ledge attacks

- Mario Fair - Prolly use a reverse direction, to Bair animation then another reverse direction so he does not look back after it
- Mario Fsmash - Big punch, some events hide body parts, or enlarge them, we can use one of the jabs, slower, stronger and make it he's Fsmash
- Mario Dair - hmmm, guess what, again out of ideas
- Mario Down B - use the Dair one, and make an even If Button pressed, at certain frames, he can go up, make it that it can have horizontal momentum on the ground, but only short momentum, give it frame speed, but to slow it's animation while spinning, so it's not that quick to finish, and give the last hit, a hitbox below he's feet that spike, thats how it was on 64

Luigi Fsmash - I know you want no clones, but, same as mario, giant Punch
Luigi Fair - same like mario's, reverse direction, to Bair animation then another reverse direction so he does not look back after it
Luigi Down B - 2 hit hitbox, one long lasting hitbox, and terminate collision and add the last hitbox when he pull he's arms up
Luigi Up B - Same vertical and horizontal Momentum like mario's

Kirby Uair - must use he's Nair animation
Kirby Nair - must use a kick animation, and must be low, I only think of he's Dtilt
Kirby Fair - idk, make it loop fast, and have it deal more multihitboxes
Kirby Dash attack - hmm this is not a smash or an aerial but, lolz, he can have this attack done... maybe use the Dash attack from a weapon animation, and give kirby's body a hitbox

idk, i'll think of the others later I'm watching tv
 

WheelOfFish

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Messages
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I'll respond to all the new posts in the morning, but I just wanted to let you know that I included the wrong file. I got rid of the link and I'll have beta v0.02 before the weekend hopefully.
 

[TSON]

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Kirby's nair should be fair's first hit.

*facepalm* I WAS JUST GONNA DOWNLOAD T_T

Can you reupload the right file? >_>
 

timothyung

Smash Ace
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Hong Kong
Why does everyone want an exact 64 remake with exactly the same characters?
This is Brawl 64. Not 64 remake. Brawl with 64 physics.
 

NAMQ_DrunkeNFeasT

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Why does everyone want an exact 64 remake with exactly the same characters?
This is Brawl 64. Not 64 remake. Brawl with 64 physics.
I've read all the posts in this thread, and if you've done the same, you wouldn't have even post that >_>

they are going to start with the old cast >_>

then... >_> (stares at you ver closely)

implement the others with 64 physics and balancement

so, they start with the 12 cast members, make the 64 physics to the game

test the 12 cast members and balance them a bit, to make the have combo's and similar gampley as in 64, and then guess what??? the melee cast and the brawl cat will join too :D

woot, now that will then be Brawl 64, so at this point, it's not brawl 64, it's on the makings, so it's not done :p

I will personally want to get only the 12 cast members chooseable on a download link, and the real project on the side, so people who want to try Smash Bros 64, with better graphics, and only the same characters

and have the real Project brawl 64 have all characters on another download link, so people doesn't have to mess with the .gct alot and be able to get their game of choice here at the OP
 
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