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Brawlplusery Official Codeset 5.0 RC1 Discussion

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JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
NNID
JCaesar
Chu's Biweekly (6/12/09, $3 entry fee, using the official Plussery set):

1. ChuDatz (Kirby, ICs, Falcon)
2. Omni (MK)
3. Boss (Luigi)
4. JCaesar (ROB) I used a lot of Squirtle and Sheik too, but I didn't win any matches with them :/
5. GIMR (G&W)
5. Thunderhorse (Falco)
7. Apostle (PT)
7. Chinesah (?)
9. Epsilon (Falcon)
 

Mystic101

Smash Cadet
Joined
Apr 9, 2008
Messages
52
Snakes tilts are to protect him because hes so clunky I think.


I think it would be informative if you guys included a reason for tweaks, at least the less obvius ones. I saw the reasoning behind G&W's 100% d-air because it stops d-air to dtilt spaming on the edge. What was toonlinks b-air change for in the latest nightly build? I can think of some possible reasons although im on 4.1b:
Prevent a expliotation
Combo better.
Less bairs in all.
Or just to try it.



"3. some jumps are too high (for example Toons SH/ would benefit his zair and neutral if it was shorter) / *I would leave second jump as is and reduce SH and Full Hop on some characters

Character physics are not set in stone. We're going to be taking another look at tweaking character physics sometime in the near future to better suit their playstyle."


I think when you rework this that you have to think about toonlinks arrow cancel game, which has its own animation(faster) and timing to master. Mayby you guys look into this after fastfall specials.
 

Flyfunner

Smash Rookie
Joined
May 31, 2005
Messages
13
Is it known, that replays sometimes run faster than the regular game (like Lightning Brawl?)
I recorded some replays and 2 of them where played in Lightning Speed. Build was 4.1B PAL. We did play with Items if that matters

First Match was Jiggs vs. Ice Climbers on Yoshi's Island (the pipe one) and the other was Mario vs. Marth on Pictochat.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Is it known, that replays sometimes run faster than the regular game (like Lightning Brawl?)
I recorded some replays and 2 of them where played in Lightning Speed. Build was 4.1B PAL. We did play with Items if that matters

First Match was Jiggs vs. Ice Climbers on Yoshi's Island (the pipe one) and the other was Mario vs. Marth on Pictochat.
There's still a form of a time limit for replays. It is usually 5+ minutes, with items on that just decreases the time the replay can be played for. It is a known bug and cannot be fixed unfortunately. I managed to get a 6 minute match to play all the way through though without this bug. FFAs also makes a time difference, I would imagine teams would be the same way. It's as though it doesn't save the last bits of button inputs and decides to speed up the replay because it is confused.

Nobody really knows why it does this, it's just the way it is. Can't be fixed, tried to get brkirch to and he said he couldn't do anything to really fix it.
 

mdmfromdaridge

Smash Journeyman
Joined
Sep 19, 2007
Messages
387
Location
The Woodlands, Texas
I found a small problem.

When mario performs his dash dance, after about a second he will freeze up in place. When this happens you can only move backwards or jump out of the freeze. The whole time (until you jump out) will be in a static position.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
I found a small problem.

When mario performs his dash dance, after about a second he will freeze up in place. When this happens you can only move backwards or jump out of the freeze. The whole time (until you jump out) will be in a static position.
Known, we have no idea how to fix it. And it just doesn't affect Mario, it affects other chars too and it's pretty random with who it is. We're hoping it's the frame speed mod so that when Almas finishes up the new engines and we port the stuff over, the bug will be gone.
 

ph00tbag

C(ϾᶘϿ)Ͻ
Joined
Mar 16, 2007
Messages
7,245
Location
NC
I'm really not feeling Falco's new shine. Falco's keep away game was pretty ridiculous in vBrawl, but now it feels like it leads right into his really excellent combo game. It's all well and good to have some flow to a character's game, but now Falco doesn't even have to approach to start his combo game.
 

Skip2MaLoo

Smash Lord
Joined
Oct 31, 2008
Messages
1,293
you can tech tl's dsmash. just hit l/r/z as soon as it hits. I think this should be looked into
 

Bauer

Smash Rookie
Joined
Nov 9, 2008
Messages
16
Location
Brazil =D
Hello,

Some friends and I are responsible for running tournaments here in our city, either vBrawl and now Brawl+ too.
We just had 2 tournaments last sunday. One of them being Brawl+.
Considering the last, we were blindfolded regarding rules being adopted on other cities, so we used the regular rules.

The rules used, besides the general ones as items off and none:

Double elimination bracket

Brawl Plusery Official Codeset 4.1B

4 stocks
8 minute timer

STARTER

Final Destination
Battlefield
Smashville
Yoshi's Island
Pokémon Stadium 2 (no hazards)
Deadlands (Luigi’s Mansion)



COUNTERPICK

Frigate Orpheon
Jungle Japes
Norfair
Halberd
Pokémon Stadium
Pirate Ship
Lylat Cruise
Castle Siege
Rainbow Cruise
Delfino Plaza
WarioWare (no hazards either)

Having said so, I’d like to hear what you have to say about the tournament rules and the stageset.

Sadly not everyone who attended to the vBrawl tournament could stay for the Brawl+, but everyone who played it really enjoyed it, motivating us to do another one sooner or later. In case it matters, the results are:

MSL 1st Brawl+ Tournament
Entry Fee: R$ 5,00 (yeah, Brazil =P)
Date: 06/21/2009

1 - R (Wario, MK)
2 - FireBall (Mario, Sonic, Samus)
3 - Diew (Marth, DK, Ike)
4 - Nego (Sheik, Peach, Ike)
5 - Bauer (Pkmn Trainer, Mario, Sheik)
5 - Jair (Wario, Luigi)
7 - Cuff (Falco)
7 - Nicolas (Jiggly, Sheik)
9 -Dan (C. Falcon, Mario)


Thank you in advance for any feedback =)


PS: My english is really poor, please bear with me.
 

sandbags06

Smash Cadet
Joined
Jul 30, 2008
Messages
58
ive been playing this new version for a while and i really like it. my only complaints are that it seems like marth and squirtle have a very low learning curve. I sucked with them in previous installments, and after playing with them for maybe a day they are now my best characters.

i have mixed feelings on falco's new shine. I like using it to set up combos at low %, but at the same time, i miss messing up peoples recovery with it.

Ive seen some complaints about diddy's recovery being hurt by no auto stick, and i have to agree. If there is a way to give him auto stick it would help his game out a lot. Remember not only hardcore gamers are playing this, a lot of my casual gamer friends play this too, and I hope it's this community's vision to make this game appeal to everyone, and making this change would definitely help do that.

There's my feedback. Keep up the good work guys.
 

Jos

Smash Rookie
Joined
Jun 6, 2008
Messages
23
Location
Boston, Ma
I play Brawl+ with 3 other friends on a regular basis.

The characters main chracters we play as are:

Falco, Snake, D3, TL, Kirby, Zelda, Bowser, Ness, Lucas, Shiek, Pit, Ivysaur, Charizard, Ike, Mario

Before I get into this let me just say that 2 of us mained falco in melee and he is our favorite character, we love falco and want to see him shine more then anything but...

I only have 2 problems with the 4.1 build so far:

Falco's shine - This move is OP. (Not to mention it doesn't make any sense, a reflector hitting enemy and pulling him in???) Falcos combo game is amazing, and he is already a nightmare to approach. A long range combo starter just puts him over the top...in the hands of a skilled falco player it is just to much. The risk/reward for approaching falco is greatly dominated by the risk, this causes for long boring matches if both players know what they are doing.

The angle the shine pulls you in at when it hits you is to good of a setup, aside from getting hit with it at a very close range or at high %, DI'ing properly and/or tech'ing properly is impossible to very very difficult. It can be punished if used improperly but once if the falco player is good then this won't happen to often. Not to mention that in certain instances the shine still has it's "pull" effect even when it hits a shielded opponent...making spot dodge the go to option for avoiding attacks which opens up a whole 'nother door for falco.

The thing we are hoping for is fast fall B specials, that is something that would be amazing for falco. But I can't imagine playing a falco that could fast fall laser shots and that also has this shine...It would simply be TO unfair (as he is he feels a little broken already).

Possible fixes would be to change the angle that the shine pulls you in, lessen the pullback, or lessen the hitstun?

Dream fix would be to change the shine back :)

--

My second issue is (i'm not sure if this was added in 4.1 or a previous build) the nerf done to Nair's. I'm not sure if this is a feature or a bug but there is a delay from the time you jump to when you can do a nair. If you do it to quickly it just will not come out. With our experience this hurts snake the most, but this change/bug is annoying all over.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Shine is not OP, please learn to DI. Also, for the second problem, turn your buffer up to 100% (10 frames, Brawl's default).
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Exactly. Its one thing to have a bad recovery, but Diddy's is a joke. Bad spacing should result in being punished, not being murdered by the ledge. Diddy may need his recovery to be nerfed, but not fixing a glitch in one of our codes is not the way to do it.
Sorry no, it's not changing. It takes skill for a Diddy main to recover now, you can snap onto it if you practice it long enough and know your ****. If you're not a Diddy main, you shouldn't be complaining, I'm sorry. Ask shanus about it, he's seen his friend Shortline (Diddy main!) snap onto the ledge just fine with Up B.

Get over it. Just because it happens to take practice to actually do well you want it to be easy again. You don't main Diddy, therefore, you have little say on the matter. If Diddy mains start complaining about it being impossible (which it isn't) then it will likely get changed. But at this point in time, it is NOT 'stupid' and it is not 'broken' (as in actually a broken recovery meaning it doesn't work). We've been over this and it's staying like this BECAUSE his onstage game is incredible.
 

Jos

Smash Rookie
Joined
Jun 6, 2008
Messages
23
Location
Boston, Ma
Shine is not OP, please learn to DI. Also, for the second problem, turn your buffer up to 100% (10 frames, Brawl's default).
It has nothing to do with DI when used properly...

- Long range combo starter
- Long range "throw" type move (ability to hit through shield at times and moves the opponent)
- Increases falco's "keep away" game
- Makes approaching falco even harder
- This move is a game changer. Perfectly places my opponent where I need him when otherwise taking a stock wouldn't be so easily accomplished.

Saying "learn to DI" is fine and dandy if we didn't know how to DI...but since we do and have spent some time just learning this move DI'ing each way, finding optimal spacing to use it, best follow ups how to combo best from it etc...This opinion isn't just coming from someone who was hit by it once and is crying, it is coming from someone who uses it and plays against it a lot and has "learned to DI" among many other things...
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Sorry no, it's not changing. It takes skill for a Diddy main to recover now, you can snap onto it if you practice it long enough and know your ****. If you're not a Diddy main, you shouldn't be complaining, I'm sorry. Ask shanus about it, he's seen his friend Shortline (Diddy main!) snap onto the ledge just fine with Up B.

Get over it. Just because it happens to take practice to actually do well you want it to be easy again. You don't main Diddy, therefore, you have little say on the matter. If Diddy mains start complaining about it being impossible (which it isn't) then it will likely get changed. But at this point in time, it is NOT 'stupid' and it is not 'broken' (as in actually a broken recovery meaning it doesn't work). We've been over this and it's staying like this BECAUSE his onstage game is incredible.
I can do it fine, its just lame that recovering as any character should take skill when there isn't anyone trying to keep you away. Diddy is not a god by any stretch of the imagination. True, he is an incredible character, but he's not MK good. If you ask me, there are better ways to balance him, but thats just my opinion.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
I can do it fine, its just lame that recovering as any character should take skill when there isn't anyone trying to keep you away.
If there really isn't anyone trying to keep you away, then just aim above the ledge. SMK's got a mean Diddy, as does Shortline. If they're both okay with it, then I don't know what to tell you.... maybe post more videos of yourself showing stupid situations, or matches that demonstrate your point?

Please continue this discussion in the competitive gameplay discussion thread.
 

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
i have a problem whith putting these things on an sd card... it say that the files are not suported... does anyone know what i can do to fix this?
 

Crazy Slug

Smash Rookie
Joined
Jun 25, 2009
Messages
6
I just wanted to alert you guys about a really curious bug. After my character undergoes VFX-Slow and gets grabbed or grabs onto a ledge, he/she starts spaz-shaking rapidly at an increasing distance until the character is KO'd. I'm using the official build rather than the nightly build (hence why I post here). I am sure this wasn't an issue in the original brawl. Sure, it only matters to Buzzkillington (aka wiimote users), but what about single player modes?

Also - PLEASE REMOVE ITEMS FROM SINGLE PLAYER MODES IF YOU COULD! :urg:
It just...makes me sad...when I'm *this* close away from a no-death run...and I'm not all that great at Brawl either; Not ALL of us can pull off perfect dodging 99% all the time brag brag etc etc etc. Anyway, I'm sure there's good reason nobody plays with items on during PvP, so I think it would be safe to say a classic run without bob-omb kills is just and fair.
 

JCaesar

Smash Hero
Joined
May 28, 2004
Messages
9,657
Location
Project MD
NNID
JCaesar
Hackfest 2.0 (6/28/09, $5 entry fee, using the official 4.1B Plussery set):

Teams:
1. G-Caesar (G-Reg + JCaesar)
2. TurboVik (Turbo + Slikvik)
3. Mr. & Mrs. Magic (Red Bandit + Dawgbowl)
4. SeaWaffle (Seagull + VanillaWaffle)

Singles:
1. Slikvik (Peach, G&W, Wario)
2. Seagull (Wolf, Luigi)
3. Vist (Luigi)
4. JCaesar (ROB)
5. Turbo (Pikachu, DDD)
5. VanillaWaffle (ZSS, Lucario)
7. G-Reg (Falcon, Jiggs)
7. Thunderhorse (Falco)
9. Dawgbowl (Lucas)
9. Red Bandit (Zelda, Sheik)
9. Quin (Peach)
9. Evan (Marth)

Vids coming soon! http://www.youtube.com/user/JCaesar007
 

Zodac

Smash Journeyman
Joined
Dec 14, 2008
Messages
320
Location
Australia, victoria
i get the samus trip glitch on pal set, i didn't go online.

also vertical kill moves are still way too nerfed in general and horrizontal kills has been buffed, are you going to change this?

i think i'm missing coloured shields too

pal 4.1 text files says its (US) at top
 

adumbrodeus

Smash Legend
Joined
Aug 21, 2007
Messages
11,321
Location
Tri-state area
Would it be possible to have a text version of the codeset in order to more freely switch between Brawl+ and Balanced Brawl, or any other available hacks.
 

sand8

Smash Cadet
Joined
Aug 6, 2008
Messages
35
Location
Washington
yes i have the same request as adumbrodeus

i would like to have the text version of the code set, so i can apply some of my own codes maybe stage editor codes, or maybe if i want melee air dodging,

i think it would be great to release the builds as text instead of the usual gct form, i know it takes a little bit for effort to click all the small checks in the code manager, but i would much appreciate it it someone could ink me to the text

also i have a question about the no sweet spot on Up B for anyone code
is the code for each char? or for everyone?
if it is individual then i think that chars like Diddy Ness and Lucas deserve the ability to clip onto the edge

also R.O.B. and Pit don't necessarily deserve to be able to clip onto the edge, but it makes recovering from below hard, i do realize you can slow down or tap A with rob and he will grab on, but that slow down begs for a D-air or B-air from your opponent. i do also realize i could go around, or under the stage, but going around you will get spiked, or edge guarded, and underneath never really works in your favor, since you waste all of your fuel

also if the codes are so that you can choose it for individual chars, and you don't want to change them, please give me the text files so i can change them for my own selfish desires.
 

adumbrodeus

Smash Legend
Joined
Aug 21, 2007
Messages
11,321
Location
Tri-state area
Ok, fair enough, but honestly, it should be noted in the OP that the text file is in the download page.

Better yet, include it in the OP downloads.


Also:

That file's formating is a total wreck. I once tried to fix it so I could edit the codeset, and it took at least 1/2 hour, and I must have messed up somewhere, because it just exploded in my face.
I second this.
 

Elwood

Smash Journeyman
Joined
Dec 1, 2001
Messages
396
Location
There.
The file's formatting is only weird when opened with Notepad or something like that. Download it, open it with Word or something else a bit more advanced than Notepad and you're golden.
 

adumbrodeus

Smash Legend
Joined
Aug 21, 2007
Messages
11,321
Location
Tri-state area
The file's formatting is only weird when opened with Notepad or something like that. Download it, open it with Word or something else a bit more advanced than Notepad and you're golden.
Actually, it was opening as an html file, but I stuck it in wordpad and it was fine (minus some junk code at the bottom).

Anyway, I figured I might as well post it, properly formatted

*hint hint* good for OP

Code:
RSBE01
Smash Bros Brawl (US)

Brawlplusery Codeset vs.4.1 Beta

WiiRD Codes

Default Settings Modifier [9 lines]
24494A98 80000000
20523300 00000000
04523300 DEADBEEF
42000000 90000000
0417F360 00000104
0417F364 04020A00
0417F368 08010101
0417F36C 01000000
E0000000 80008000

Stage Modifications:

Level Freezer[Phantom Wings/Almas, 9 Lines]
42000000 90000000
0416A904 00000000
2A180F3A 00000015
0416A904 BF800000
2A180F3A 00000014
2A180F3A 0000001C
0416A904 3F800000
E0000000 80008000

Deadlands
4A000000 90180F3A
38000000 FF000004
48000000 805B8ADC
DE000000 80008180
1400020C 4F000000
3000024C 00000000
1400024C 01010101
3000024D 03030303
1400024C 00000000
E2000001 00000000
14000250 41C00000
14000254 41C00000
1400025C C1C00000
14000260 41C00000
90010000 00000000
58010000 FFFFFDF0
10000150 00000007
14000154 4F000000
4A001000 00000000
58010000 FFFFFDFC
10000150 00000007
14000154 4F000000
E0000000 80008000

New Pork City is now Online Waiting Room:
C298D528 00000003
2C060031 40820008
38C00005 60000000
90DD08C0 00000000
C26DCEE0 00000003
A37A0022 2C1B0020
40820008 3B600037
60000000 00000000

Death Boundary Mod V2[spunit262]
C2931438 0000001D
3C004248 90010008
C0610008 3C004B00
60000800 90010008
C0210008 3C809018
A0640F3A 88840F3C
811D0020 38A2FCD8
84C50008 80E50004
54C0463E 7C001800
40A2009C 54C0673E
2C00000F 41A2000C
7C002000 40A20088
54C0E53F 4182001C
68000800 B001000A
C0010008 FC000828
FC80182A D0880000
54C0452E 50E0463F
4182001C 68000800
B001000A C0410008
FC420828 FC821828
D0880004 54E0A53F
4182001C 68000800
B001000A C0C10008
FCC60828 FC861828
D0880008 54E0053F
4182001C 68000800
B001000A C0E10008
FCE70828 FC87182A
D088000C 7CC03B79
4082FF50 00000000

ASM Codes

Dash Dancing [Phantom Wings, 5 Lines]
C271F474 00000004
81830058 2C0C000E
4182000C C0230040
48000008 FC20D090
60000000 00000000

Ignore Handicap [Y.S.]
04050550 38000000

Buffer scale = Handicap scale [Y.S, Phantom Wings]
C285B784 00000006
807F002C 3C809018
806300F4 60840FDC
1C63005C 7C83202E
3860000A 2C040064
40800008 7C641BD6
60000000 00000000

Shieldstun [spunit262, 6 Lines]
C28753FC 00000005
83810034 8083013C
2C040000 41810014
1F9C0014 3B9C0023
3880000A 7F9C23D6
60000000 00000000

No Autosweetspot Ledges [spunit262, 7 Lines]
C27812B0 00000006
2C04000A 40A20020
8181003C 816C0018
C00B0010 C02B001C
FC000840 40A10008
38000000 5400CFFF
60000000 00000000

Launch Power Modifier [Almas, 28 Lines]
C285765C 0000001B
3BE2FF7C 2C002F00
4082000C C3E2FFA4
480000BC 2C002F20
4082000C 38A3C594
48000034 2C002F14
4082000C 38A3C5A0
48000024 2C002F40
4082000C 38A3C574
48000014 2C002F5C
41820008 4E800020
38A3C558 80850010
2C040017 4082000C
38800003 48000008
80850000 3BA2FEDC
87DD0004 57C5463E
7C052000 41820010
7C1DF800 4082FFEC
4E800020 2C002F20
4082000C 57C0673E
48000028 2C002F14
4082000C 57C0873E
48000018 2C002F40
4082000C 57C0C73E
48000008 57C0A73E
1C000004 7FFF0214
C3FF0000 EC3F0072
4E800020 00000000

Grav Values Modifier [Almas, 16 Lines]
C281CAD0 00000014
3802FF7C 2C080000
40800090 3982FEDC
8088F5B0 2C040017
4082000C 38800003
48000008 8088F5A0
2C040016 40820024
38627000 38634CB8
2C170117 4182000C
7C171800 4082000C
C2EC00D4 48000048
2C09FFFF 40820014
2C040002 4082000C
C2EC00A8 48000030
84AC0004 54A3463E
7C032000 41820010
7C0C0000 4082FFEC
4E800020 54A5E73E
1CA50004 7D802A14
C2EC0000 EC370072
4E800020 00000000

Char ID fix 2.1 [spunit262, The Paprika Killer]
C28152E4 00000006
819E003C 907EFFFC
80E30030 2C07000F
40A2001C 80FE0008
3C008180 7C070000
4080000C 39030008
9107FFFC 00000000

Frame Speed Mod Engine V3.1 [spunit262, Phantom Wings]
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

Hitbox Property Mod Engine 2.0 [Phantom Wings, spunit262. Paprika Killer]
C2744A3C 00000019
3C008180 80FC0028
81070008 8108FFFC
7C080000 408000A8
81080030 80DE0020
5106C00E 801E0000
5006821E 801E0018
5006442E 80E7007C
80E70038 813E0030
5127C0CE 801E0014
50076226 390204C8
85480018 81680004
7D405B79 41820060
7C0A3000 4082FFEC
7C0B3800 4082FFE4
88080008 90030004
88080009 9003001C
8808000A 90030024
8808000B 500906FE
91230034 A008000C
90030018 80080010
2C00FFFF 41820008
90030038 C0080014
C03E0010 EC010032
D0030014 7F83E378
60000000 00000000

Hitlag Modifier [Phantom Wings/Almas/spunit262, 10 Lines]
C2771EAC 00000004
2C040002 41800010
1C840005 38840000
39C0000A 7C8473D6
2C040000 00000000
C2876220 00000004
2C040002 41800010
1C840005 38840000
39C0000A 7C8473D6
80660064 00000000

Electric Hitlag Constant:[Phantom Wings]
04B87B10 3F800000

Momentum Capture V4.3 [Phantom wings, spunit262]
C28669D8 00000013
3C008180 809D0008
8084FFFC 7C040000
4080000C 80840030
48000008 3880FFFF
807D007C A0E30006
80630038 2C03000B
40A20044 3C004540
901B000C C05B000C
38A2FE5C 84C50004
7CC0C671 4180000C
7C002000 4082FFF0
54C0027E 6C004540
901B000C C01B000C
FC001028 C03B0008
FC210032 2C030022
41800014 2C04002F
40A20010 2C070112
41A00008 D03B0008
60000000 00000000
C277F794 00000002
801E0034 B01E0006
801E0048 00000000

Dash Cancel V2.1 [Phantom Wings, spunit262]
C2764EBC 00000007
90810014 54846CFE
2C0417E5 41A00024
809EFFFC 80A4007C
80A50038 2C050005
40A20010 3C004F00
80840014 90040040
60000000 00000000

Shield during Dashdance [spunit262/Phantom Wings, 6 Lines]
C2764F38 00000005
8081009C 80A4007C
80A50038 2C050003
40A20010 3C004F00
80840014 90040040
60600008 00000000

Tech Window v.05  [spunit262]
C277F190 00000012
80810010 2C040046
41A00080 2C04004C
41A10078 80BF0068
88C5008F 2C06000F
41A10068 88E5008E
7CC63A14 2C060032
41800058 2C040049
41820050 41A00008
3884FFFC 3884FFBA
5484083C 38840060
2C040062 41810030
41820010 80C50038
54C66D3E 48000014
80E50074 50E4EFFE
80C5003C 7CC69E70
2C0607E5 41A00008
60840001 90810010
60000000 00000000
C2765394 00000005
88C30058 2C060032
41A10014 7C060214
2C0000FF 41800008
380000FE 98030058
60000000 00000000

Conditional Action Modifier [The Paprika Killer, Almas]
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

ganon, falcon, toon link, and bowser upB momentum [Phantom Wings, The Paprika Killer]
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
30000000 00000009
66000001 00000000
30000001 0000000B
66000001 00000000
30000001 00000029
66000001 00000000
30000001 00000014
66000001 00000000
30000001 0000000C
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
90010002 00000000
48001002 0000007C
30000038 00000114
48001002 00000018
92210003 00000040
48001002 00000088
58010000 0000002C
94210003 0000004C
48001002 0000007C
14000004 00000001
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Ganon Down+B Recovery Fix
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
30000001 00000014
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
90010002 00000000
48001002 0000007C
30000038 00000114
48001002 00000018
92210003 00000040
48001002 00000088
58010000 0000002C
94210003 0000004C
48001002 0000007C
30000039 00000115
48001002 00000070
58010000 00000020
58010000 0000000C
14000004 00000001
E2000001 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000

Constants

Jump/Grav Values [29 Lines]
065A9200 000000E0
0025CB60 0114F440
02687580 0325EB40
0465CB40 05448440
0626AC80 0744A440
0834C440 0926AC80
0A76A7A0 0B33C530
0C36CB60 0D24C440
0E35CA60 0F06E840
11A975C0 1244C440
1326AC80 14568440
1544C440 1624E830
1745C850 1824C640
1935CB60 1A55E950
1B35CA60 1D45CA30
1E26E640 1F55C640
2045A340 216875C0
22468550 2345CA60
2534E440 2944EA40
2C55C180 2E36CB60
2F34ED40 3F4CCCCD
3F59999A 3F666666
3F733333 3F800000
3F833333 3F866666
3F89999A 3F8CCCCD
3F900000 3F933333
3F966666 3F99999A
3FA00000 3FA66666
3FB33333 3ECCCCCC

Frame Speed Modifier Data [102 Lines]
065A9400 00000328
01000040 3F2AAAAA
02000018 4036DB61
02100034 3FC00000
020B0118 3F800000
02000118 3FC00000
020A0026 3FA00000
02000028 3F8CCCCC
03190125 40000000
03140123 40000000
03190034 3FCCCCCC
04050021 3F800000
0400001C 40000000
04140034 3FC00000
09000018 40200000
0A050021 3F800000
0A270026 3FCCCCCC
0A000040 3FAAAAAA
0A10002F 3FE00000
0A060028 3FC00000
0B0D0028 3FC00000
0B000027 3F999999
0B000019 3FAAAAAB
0B190029 3FC4EC4F
0C200021 40000000
0C050021 3F800000
0D000027 3F999999
0D00011A 3FC00000
0D000019 3FC00000
0E128063 40000000
0F420115 40000000
0F370113 3FC00000
0F088048 3FC00000
110F0028 3FC80000
1200806B 3F800000
120F002F 3F59999A
12008075 3FAA3D70
130E0028 40000000
13070115 3FC00000
13040115 3F800000
13000115 3F000000
14160118 40000000
141C0024 40400000
14140024 3F000000
14000024 40600000
14108063 3F800000
140F8063 3E800000
14008068 40200000
140F011E 3FECCCCC
16000112 3F400000
16000118 3F2AAAAB
16000019 3F2AAAAB
190A0026 3F800000
19000026 3FC00000
1A050021 3F800000
1A000040 3FAAAAAA
1A080034 3FC00000
1A080028 3F966666
1A000018 40200000
1A000032 3F933333
1A1F0026 3F333333
1A000026 3F99999A
1A02000C 3FA00000
1A000113 3FB33333
1D1B8065 3FE00000
1D008066 3FC00000
1D128066 3F800000
1D148066 3FC00000
1D140027 3FE00000
1F1A81D8 40A00000
1F000113 3FA00000
1F14002F 3FA00000
1F078028 3F800000
1F008028 3FA66666
1F100034 3F999999
1F0C8066 40000000
20000024 3FA00000
201B8066 40000000
21000114 3FC00000
2100011C 41A00000
221D8062 40000000
250A0029 3FC00000
29100034 3FC00000
2C148066 3FB33333
2F210032 40000000
2F13002D 3F000000
2F06002D 3F800000
2F00002D 40000000
2F10002F 3F800000
2F00002F 40000000
2F140028 3FE00000
2F008075 3FAA3D70
FF000018 40000000
FF000074 40800000
FF000061 3FA66666
FF000041 3FD55555
FF00000A 3FA66666
FF0E0054 40A00000
FF200021 3F800000
FF1E0021 3F000000
FF130021 3F800000
FF050021 40000000

Hitbox Property Mod Data [Phantom Wings, spunit262] 667 lines
065A9800 000014D0 
00075050 0004B033
07503C00 004B0000
FFFFFFFF 3F800000
000C501E 00169033
0C641E00 01690000
FFFFFFFF 3F800000
000D4B14 00118033
0D4B2800 01180000
FFFFFFFF 3F800000
000A5014 00169033
0A501400 015E0000
FFFFFFFF 3F800000
020C4844 02169118
0C485502 01690000
FFFFFFFF 3F800000
02094844 02169118
09484402 00100000
FFFFFFFF 3F800000
02095037 02169118
09503702 00100000
FFFFFFFF 3F800000
02075037 02169118
07503702 00100000
FFFFFFFF 3F800000
02075014 02169118
07501402 00100000
FFFFFFFF 3F800000
020F5A19 0216902C
0F5A1902 00190000
FFFFFFFF 3F800000
020E5A19 0216902C
0E5A1902 00190000
FFFFFFFF 3F800000
020C325A 02050029
0C324002 01180000
06200000 3F800000
02055014 02169118
05501402 00100000
FFFFFFFF 3F800000
020A5046 02050032
0A5F4B02 005A0000
FFFFFFFF 3F800000
020A5046 0205A032
0A5F4B02 005A0000
FFFFFFFF 3F800000
02095046 0205A032
095F4B02 005A0000
FFFFFFFF 3F800000
02085046 0205A032
085F4B02 005A0000
FFFFFFFF 3F800000
02096405 02169033
06052802 01690000
FFFFFFFF 3F800000
02046400 00048033
04002300 00480000
FFFFFFFF 3F800000
02046400 00044033
04002300 00480000
FFFFFFFF 3F800000
02074646 00169033
073C3200 01690000
FFFFFFFF 3F800000
020F5512 02050033
0F551902 00500000
FFFFFFFF 3F800000
02061E3C 0202D07F
061E3C02 00500000
FFFFFFFF 3F800000
020A501E 0205A026
0A3C2802 006E0000
FFFFFFFF 3F800000
020C501E 02050026
0A3C2802 00640000
FFFFFFFF 3F800000
020B501E 02046026
0A3C2802 005A0000
FFFFFFFF 3F800000
020B501E 0203C026
0A3C2802 00500000
FFFFFFFF 3F800000
0309500A 00169033
09781600 01690000
FFFFFFFF 3F800000
030D6414 0016902C
0D5A3800 01690000
FFFFFFFF 3F800000
040E3F1E 0001E02F
0E501E00 00170000
FFFFFFFF 3F800000
040E351E 0001E02F
0E461E00 00170000
FFFFFFFF 3F800000
040D3F1E 0001E02F
0D501E00 00170000
FFFFFFFF 3F800000
040D351E 0001E02F
0D461E00 00170000
FFFFFFFF 3F800000
050C500A 00169033
0C503C00 01690000
FFFFFFFF 3F800000
050A500A 00169033
0A503C00 01690000
FFFFFFFF 3F800000
0508500A 00169033
08503C00 01690000
FFFFFFFF 3F800000
0506500A 00169033
06503C00 01690000
FFFFFFFF 3F800000
05076628 0005C028
07663700 005C0000
FFFFFFFF 3F800000
05056628 00058028
05663700 00580000
FFFFFFFF 3F800000
0609640A 00169033
09641400 00320000
FFFFFFFF 3F800000
06066400 00169033
06680A00 00320000
FFFFFFFF 3F800000
060A6E16 0006E028
07872F00 00540000
FFFFFFFF 3F800000
06086E12 00054028
07872F00 00540000
FFFFFFFF 3F800000
06086E12 00050028
07892F00 00500000
FFFFFFFF 3F800000
06032821 0011D033
02282100 011D0000
FFFFFFFF 3F800000
0602140A 00023024
02141400 00500000
FFFFFFFF 3F800000
0602140A 00050024
02141400 00500000
FFFFFFFF 3F800000
0602140A 00014024
02141400 00500000
FFFFFFFF 3F800000
0814483A 0505A114
143C3A05 005A0000
FFFFFFFF 3F800000
09073464 05050118
072B5605 00500000
FFFFFFFF 3F800000
090E640A 0010E033
0E562000 010E0000
FFFFFFFF 3F800000
09065023 00169033
135D1E03 00200000
85A00000 3F199999
0A041403 00000029
04140300 00050000
FFFFFFFF 3F800000
0A123E32 0016902C
123E3200 01690000
8BA05276 3F800000
0A143E32 0016902C
143E3200 01690000
8BA05276 3F800000
0A163E32 0016902C
163E3200 01690000
8BA05276 3F800000
0A183E32 0016902C
183E3200 01690000
8BA05276 3F800000
0B175119 0016902C
175A3205 01690000
FFFFFFFF 3F800000
0B0F5319 02023033
0F531902 00140000
FFFFFFFF 3F800000
0B0E6414 02169029
0E641402 01690000
FFFFFFFF 3F800000
0B0B532D 00169027
0E532D00 01690000
FFFFFFFF 3F800000
0B0D5028 02169033
0E502802 01690000
FFFFFFFF 3F800000
0B0C5028 02169033
0F502802 01690000
FFFFFFFF 3F800000
0B0B5028 02169033
0E502802 01690000
FFFFFFFF 3F800000
0B0B5046 00050117
0B5A4600 00500000
FFFFFFFF 3F800000
0B053250 0205A117
05326402 005A0000
FFFFFFFF 3F800000
0B033232 02046117
03324602 00460000
FFFFFFFF 3F800000
0B144B2D 0004C11A
145A3C00 004C0000
FFFFFFFF 3F800000
0B0B483C 0004C11B
0E503C00 004C0000
FFFFFFFF 3F800000
0C057828 00046033
05502800 00460000
FFFFFFFF 3F800000
0C055026 0209102F
07503202 00910000
FFFFFFFF 3F800000
0C0F443C 00169033
0F5A2300 01690000
FFFFFFFF 3F800000
0D05D214 0305A032
05B41E03 005A0000
FFFFFFFF 3F800000
0E096C00 0001E033
09780000 001E0000
FFFFFFFF 3F800000
0E056414 0005A027
05554000 00460000
FFFFFFFF 3F800000
0F0A7814 00046033
0A911400 00460000
FFFFFFFF 3F800000
0F0C5F28 00028033 
0C5F3A00 00280000 
FFFFFFFF 3F800000
0F0C691E 0003C02F
0C781E00 002D0000
FFFFFFFF 3F800000 
0F0A6932 0005302F 
0A783200 002D0000 
FFFFFFFF 3F800000
0F0C661E 0003C02F
0C781E00 002D0000
FFFFFFFF 3F800000 
0F0A6632 0005302F 
0A783200 002D0000 
FFFFFFFF 3F800000
0F085A28 00046033
085A3C00 00460000
FFFFFFFF 3F800000 
0F063C5A 00050026 
06283C00 00500000 
FFFFFFFF 3F800000
0F02820F 0001E113
02500500 00F00000
FFFFFFFF 3F800000
0F058014 00169044 
05462800 01400000 
FFFFFFFF 3F800000
0F058E14 00046033
05321400 00230000
FFFFFFFF 3F800000 
0F097132 00053032 
09713200 00610000 
FFFFFFFF 3F800000
0F087132 00053032
08713200 00610000
FFFFFFFF 3F800000 
0F09711E 0003C02F 
095F1E00 000A0000 
FFFFFFFF 3F800000
0F087132 0005302F
085F3200 000A0000
FFFFFFFF 3F800000 
0F08711E 0003C02F 
085F1E00 000A0000 
FFFFFFFF 3F800000
0F076428 00028033
070F0800 010E0000
FFFFFFFF 3F800000
0F0C0A14 0010E033
0C1E0A00 010E0000
FFFFFFFF 3F800000
0F058228 00169033
053C1E00 01690000
FFFFFFFF 3F800000 
0F04285A 00050026 
04283C00 00500000 
FFFFFFFF 3F800000
0F016400 0005003A
01640004 00500000
FFFFFFFF 3F800000
0F025005 0001E113 
02500500 003C0000 
FFFFFFFF 3F800000
110A4628 02169033
08462A02 00280000
FFFFFFFF 3F800000
110D5028 02169033
0B502A02 00320000
FFFFFFFF 3F800000
110A4628 02050033
08462802 00500000
FFFFFFFF 3F800000
110D5028 0005A033
0B5F2A00 005A0000
FFFFFFFF 3F800000
110D4446 02169114
0A444602 00230000
FFFFFFFF 3F800000
110D4446 0204A114
0A444602 004A0000
FFFFFFFF 3F800000
11031923 0204B113
03192302 004B0000
FFFFFFFF 3F800000
11041923 02058113
03192302 00580000
FFFFFFFF 3F800000
11041923 02014113
03182302 00140000
FFFFFFFF 3F800000
11031932 02014113
03193202 00140000
FFFFFFFF 3F800000
11031E16 0204B11A
021E1602 004B0000
FFFFFFFF 3F800000
11031E16 0205A11A
021E1602 005A0000
FFFFFFFF 3F800000
11031E16 0202811A
021E1602 00280000
FFFFFFFF 3F800000
11031E16 0200A11A
021E1602 000A0000
FFFFFFFF 3F800000
11031E14 0204611A
021E1402 00460000
FFFFFFFF 3F800000
11041E14 0205011A
031E1402 00500000
FFFFFFFF 3F800000
11031E14 0203C11A
021E1402 003C0000
FFFFFFFF 3F800000
11031E14 0202811A
021E1402 00280000
FFFFFFFF 3F800000
11046400 0201E11B
03640002 001E0000
FFFFFFFF 3F800000
11056400 0201E11B
04640002 001E0000
FFFFFFFF 3F800000
11046400 0201911B
03640002 00190000
FFFFFFFF 3F800000
11046400 0201411B
03640002 00140000
FFFFFFFF 3F800000
1104501E 0216911B
03501E02 01690000
FFFFFFFF 3F800000
1105501E 0216911B
04501E02 01690000
FFFFFFFF 3F800000
1104501E 0210E11B
03501E02 010E0000
FFFFFFFF 3F800000
11043C1E 0203C11B
033C1E02 003C0000
FFFFFFFF 3F800000
11053C1E 0203C11B
043C1E02 003C0000
FFFFFFFF 3F800000
11043C1E 0203211B
033C1E02 00320000
FFFFFFFF 3F800000
11043C1E 0201E11B
033C1E02 001E0000
FFFFFFFF 3F800000
11067D32 0216911C
047D3202 01690000
FFFFFFFF 3F800000
11087D32 0216911C
057D3202 01690000
FFFFFFFF 3F800000
11022802 0205011C
01281402 00500000
FFFFFFFF 3F800000
1103783C 0216911C
02783C02 01690000
FFFFFFFF 3F800000
1105783C 0216911C
03783C02 01690000
FFFFFFFF 3F800000
1106823C 0205011C
04823C02 00500000
FFFFFFFF 3F800000
1108823C 0205011C
05823C02 00500000
FFFFFFFF 3F800000
13061E23 03169115
061E500F 00780000
FFFFFFFF 3F800000
13033C50 02032033
033C5002 00320000
FFFFFFFF 3F800000
140B641E 13041114
0B64320F 002D0000
FFFFFFFF 3F800000
140C463C 1302D115
0C505513 00280000
FFFFFFFF 3F800000
140A463C 1302D115
0A505513 00280000
FFFFFFFF 3F800000
140F6432 13122115
0F643213 01180000
FFFFFFFF 3F800000
140E6432 13050115
0E411413 016B0000
FFFFFFFF 3F800000
16093C5A 0201E11D
09533702 001E0000
FFFFFFFF 3F800000
160B5D32 0216902F
0B501E02 01690000
FFFFFFFF 3F800000
160D5A32 0216902F
0D501E02 01690000
FFFFFFFF 3F800000
16036400 02062033
00000001 00620000
FFFFFFFF 3F800000
16036400 0205A033
00000001 005A0000
FFFFFFFF 3F800000
170B3250 02050029
0B325002 01180000
FFFFFFFF 3F800000
18104B3C 05032113
0D504103 00320000
8F2009E8 3F800000
180A641E 0316902C
0C642503 01690000
FFFFFFFF 3F800000
18064623 00169033
06002300 01690000
FFFFFFFF 3F800000
1A0A5A1E 03169033
0A5A1E03 01180000
FFFFFFFF 3F800000
1A0C4C3C 0304B026
0A233C03 004B0000
FFFFFFFF 3F800000
1A0A283C 0304B026
05640003 01690000
FFFFFFFF 3F800000
1D020000 05019033
02B00A05 00190000
FFFFFFFF 3F800000
1E06641E 00056028
04963200 00560000
FFFFFFFF 3F800000
1E0C5E1E 0002D033
0A712000 002D0000
FFFFFFFF 3F800000
1E065A1E 0002D033
04872000 002D0000
FFFFFFFF 3F800000
1E0A6114 00169033
08791600 01690000
FFFFFFFF 3F800000
1E065A14 00169033
04871600 01690000
FFFFFFFF 3F800000
1E0B5E1E 00050033
09732D00 00500000
FFFFFFFF 3F800000
1F085014 1110E033
08502811 010E0000
FFFFFFFF 3F800000
1F0A5C20 11032033
0A5C2011 00500000 
FFFFFFFF 3F800000
1F021414 11050033
05141411 00500000
FFFFFFFF 3F800000
1F03A00A 11037033
05A00A11 00370000
FFFFFFFF 3F800000
1F02AA0A 11037033
05AA0A11 00370000
FFFFFFFF 3F800000
1F02A00A 11037033
05A00A11 00370000
FFFFFFFF 3F800000
1F106120 11053033
0E612211 00530000
FFFFFFFF 3F800000
1F0C4650 00046026
0C465000 00640000
FFFFFFFF 3F800000
1F0A322D 00046026
0A322D00 00640000
FFFFFFFF 3F800000
20053214 00055024
05003700 005A0000
FFFFFFFF 3F800000
200B6414 00169137
0B642800 01690000
FFFFFFFF 3F800000
201E501E 05169137
1E503205 01690000
FFFFFFFF 3F800000
20058C32 00046033
05025A00 00460000
FFFFFFFF 3F800000
20058C32 00050033
05025A00 00500000
FFFFFFFF 3F800000
20058232 00046033
05963200 00460000
FFFFFFFF 3F800000
20058232 00050033
05963200 00500000
FFFFFFFF 3F800000
21068221 15060028
06643715 00600000
FFFFFFFF 3F800000
21068226 15060028
06643715 00600000
FFFFFFFF 3F800000
2106822B 15060028
06823715 00600000
FFFFFFFF 3F800000
21081E14 15057033
08001415 00570000
FFFFFFFF 3F800000
21081E14 15050033
08001415 00500000
FFFFFFFF 3F800000
23065037 0005A028
06142800 005A0000
FFFFFFFF 3F800000
23036400 0005A028
03142800 002D0000
FFFFFFFF 3F800000
23036400 00069028
03142800 002D0000
FFFFFFFF 3F800000
250F4B64 0E058115
1F327605 002D0000
8BA05276 3F800000
290A6E00 0205002C
0A3C2002 00230000
FFFFFFFF 3F800000
290A6E00 0204C02C
0A3C2002 00230000
FFFFFFFF 3F800000
290A6E00 0202D02C
0A3C2002 00230000
FFFFFFFF 3F800000
290A6E00 0200A02C
0A3C2002 00230000
FFFFFFFF 3F800000
29066400 020AA02F
06004B02 00B00000
FFFFFFFF 3F800000
29066400 020B402F
06004B02 00B00000
FFFFFFFF 3F800000
2C0F5A06 0210E033
0F5A2002 010E0000
FFFFFFFF 3F800000
2C0B5F28 0204B033
0B6E2802 00690000
FFFFFFFF 3F800000
2C03640A 00169033
04642800 01690000
FFFFFFFF 3F800000 
2C016400 00169033 
02642800 01690000 
FFFFFFFF 3F800000
2C010000 00169033
01642800 01690000
FFFFFFFF 3F800000
2E056400 00050033
05320000 00500000
FFFFFFFF 3F800000
2E0F6428 0010D033
0F642800 010D0000
FFFFFFFF 3F800000
2F0B501E 00169033
0B553200 01690000
FFFFFFFF 3F800000
2F085514 00169033
08551E00 01690000
FFFFFFFF 3F800000
6619381E 03028008
19462003 00280000
FFFFFFFF 3F800000
6F0A4128 05037000
0F482805 00280000
FFFFFFFF 3F800000
7302280A 11056000
023C0F11 00560000
FFFFFFFF 3F800000
7301280A 11050000
013C0F11 00500000
FFFFFFFF 3F800000
6E006400 12037000
00460512 00320000
00000000 3F800000 
6F000000 12169000
00460512 00320000
FFFFFFFF 3F800000
49046400 0006E000
04320F00 00140000
FFFFFFFF 3F800000
490D3C5A 00037002
0D3C3C00 00500020
FFFFFFFF 3F800000
49065A3C 0016902F
065A4600 000F0000
FFFFFFFF 3F800000
4908583C 0016902F
08643C00 01690000
FFFFFFFF 3F800000
49065A3C 1316902F
0A363C13 01690000
FFFFFFFF 3F800000
49065A3C 0304602F
06643C03 005A0000
FFFFFFFF 3F800000
49075A3C 0516902F
075A5005 002C0000
FFFFFFFF 3F800000
4902B405 E4046FFF
023C0504 00E10000
FFFFFFFF 3F800000
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Conditional Action Modifier Data [8 lines]
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Momentum Capture Data [5 Lines]
065A9180 00000020
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No Stale Moves [spunit262]
02FC0988 00130000

Tripping Rate Modifier [KirbyIsCool]
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Triple Jump Glitch Fix [Phantom Wings/spunit262]
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P.Trainer Infinite Stamina [Phantom Wings/spunit262]
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Hitstun Modifier [Phantom Wings/spunit262]
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C-Stick Fastfalls Modifier [spunit262/Phantom Wings]
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Powershield window Modifier [spunit262]
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Infinite Replays
040EB804 60000000

scar jumping [Cross1955, spunt262]
04b88efc 00000000

Tags in replays [Y.S]
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Online Handicap Disable [spunit262]
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Ledge Invincibility Duration (Y.S.)
04B88EB4 00000022

Grab Jump Return [Phantom wings]
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Death boundary data
065A9000 00000040
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1CF0F3D0 C3000000
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Cosmetic Stuff

Unrestricted Pause camera
040A7D60 4E800020
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Unrestricted Replay Camera (6 lines)
0409E934 60000000
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CSS fixes for Samus/ZSS and Zelda/Shiek V2 [spunit262] (6 Lines)
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CSS fixes for Giga and Company V2 [spunit262] (10 Lines)
C2684940 00000002
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Yeroc's Custom CSS V3 [spunit262] [17 lines]
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*
Custom Random V1 [spunit262] (10 Lines)
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File Replacment: v2.1a[Phantom Wings]
225664EC 00000000
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Colored shields [Phantom wings] (20 lines)
4A000000 80F59A60
14000088 FF3AB700
14000090 FF000000
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140000A8 00000000
4A000000 80F59ED4
14000088 00FFFF00
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4A000000 80F5A348
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4A000000 80F5A7BC
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14000090 00FF0000
140000A0 00C00000
140000A8 00000000
 

leafbarrett

Smash Lord
Joined
Jun 8, 2009
Messages
1,388
Location
USA
I don't know if you're doing anything with the items, but I found that the timer is pretty buggy.
-When a slowed player grabs a ledge, they will spontaneously teleport up and down, which (on FD at least) will almost always warp them so low that they die.
-When a character is slowed down, jumping, dodging, and nearly any attack/movement that causes a change in momentum will make the character sail through the air/slide across the ground.

I don't know the reason, but when I tried to enter training mode after finishing a VS match, the game froze. I haven't been able to replicate it, so it may just be a random crash, but I figure it might be worth mentioning.

Also, whose bright idea was it to replace the Sandbag item with a dollar bill from the coin matches? XD
 

GHNeko

Sega Stockholm Syndrome.
Joined
Aug 13, 2007
Messages
20,009
Location
テキサス、アメリカ
NNID
GHNeko
Nah. We know about it and there are no real plans to fix it because item's have no true home in Brawl+ unfortunately. :V

though, tbh, I like the new timer. Its more precious than a smashball now. xD
 

MaxThunder

PM Support
Joined
May 27, 2008
Messages
1,962
Location
Norway=)...
you shoul give the pal version infinite replays... that would be really usefull... and texture hack too... and we also need colored shields... cause... their colored... is there any way to get a text file of it?(the pal codeset)... and is it possible to turn the sandbag back into a sanbag?... having a sandbag in the online waiting room stage would be really fun... that would really create an unik feel for tha stage...
 

Doval

Smash Lord
Joined
May 16, 2005
Messages
1,028
Location
Puerto Rico
I would like to preface my post by clarifying that I understand that the purpose of Brawl+ isn't to make Brawl more like Melee; however, I feel some comparisons with Melee are appropriate since, despite the character imbalances that stemmed from chaingrabs and wavedashing, there are many aspects of the game that Melee got right. Anyway, it's been less than a week since I started playing Brawl+, but I have two concerns to offer:

1) Although the default Powershield/Perfect Shield window in vBrawl is reported to be 4, and the window is supposedly only 2 frames in Brawl+, I'm only getting 3 frame and 1 frame windows respectively using the Debug Pause code. However, even if this were corrected, I fear 2 frames may be too short a window. Melee's Powershield window was 4 for melee attacks and 2 for reflecting projectiles, and I remember that reflecting projectiles was really hard to do at will. Considering that Powershielding is difficult to take advantage of since it requires prediction and certainty about the opponent's attack, and the window to react upon accidental Powershields is very small, perhaps returning to vBrawl's default window should be considered?

2) Hit Lag. As far as I've been able to tell, the new landing lag and shield stun values mirror Melee's reasonably closely (with L-cancel taken into account, of course), I notice that Brawl+'s Hit Lag values seem to be consistently and considerably lower than Melee's. For instance, Ganon's mighty F-air had a considerable 7 frames of Hit Lag, and now it's been reduced to 4. Likewise, his d-air had 14/9 frames in Melee (hit/shielded respectively, because of electric attack's lag multiplier) while it's only 5/5 frames in B+. More markedly, Samus's Charge Shot used to be 15/10 in Melee, now it's 6/6.

I understand that this project is a massive undertaking and that's why feedback is valuable to you guys; so I'm basically wondering if you kinda winged it on the current Hit Lag multiplier in Brawl+ or if you deliberately meant to reduce hit lag to sub-Melee standards. I fear that the hit lag reduction is just a bit severe. I've been out of the Smashboards scene for around 2 years so I don't know if this ever got out, but bear in mind one thing: Hit Lag doesn't just dictate your window to Smash DI when you get hit. It's also possible to Smash DI while shielding in order to either decrease or increase your distance to the opponent. This technique could be employed in Melee to, for example, stay within shieldgrab/up-smash range after blocking attacks like Ganon's f-air or Samus's d-smash, avoiding sliding off the edge when standing near it, or increasing your distance from Fox during his d-air to try to cause his shine to miss and punish him.

This shielding Smash DI is still present in Brawl (very easy to tell if Debug isn't available by shielding Halberd's Combo Cannon laser and smashing left or right repeatedly,) although the insane buffering window made it impractical in vBrawl since even if you succeeded, the low hit stun meant you'd almost invariably buffer a roll as well. Brawl+ doesn't have this problem, and the technique may prove even more valuable here than in Melee since Brawl seems to have lower traction overall; but I fear that just like vBrawl's window of opportunity was just too big (consistently 2-3 frames bigger than Melee), Brawl+'s may be too small. Smash DI'ing a shielded attack and punishing was already hard to do in Melee against everything but the laggiest attacks (e.g. Ganon's f-air, 7 frames), and even then it required foresight and carried with it the risk of starting a last-minute roll and getting hit during the start-up if you timed it too early (or becoming too fixated in anticipating the attack and getting caught by surprise.) I think, with the hit lag as it is now, it'd be downright impractical to employ such techniques in Brawl+.

EDIT: Oh yeah, too low hit lag also adversely affects your ability to Smash DI against the side of the stage to tech it when being edgeguarded.
 

GreatFalco

Smash Apprentice
Joined
Aug 7, 2006
Messages
143
Location
Spain
PK, could you please post the PAL txt code for colored shields?
'coz it's awesome and I can't find it around.

I suggest everybody to show always both the .gct and the .txt files, I think that would solve a lot of requests and doubts.
 

CloneHat

Smash Champion
Joined
Jan 18, 2009
Messages
2,130
Location
Montreal, Quebec
@Doval:

1) As far as I know, the powershield window in vBrawl was so long it was being used more accidentally than purposefully (like footstools). If multiple people find it currently too small, it can be compromised to 3 frames, but nobody seems to find it TOO hard.

2) There are multiple reasons for the hitlag, most of which I cannot remember. But in the cases of things like Ganon's fair, you should see it coming before you get hit; DI is not on reaction.
 

Cyan_Blau

Smash Apprentice
Joined
Nov 13, 2007
Messages
99
Please, could someone upload some single codes or better a Brawl+ Tweaker folder!!!
=> On the first page plz.

That should be more exciting than a simple gct ^^!

There are still users who wanna use some different codes too and also trying each code out should be better than blindly using that codeset.

Only on online tournaments the codeset has to have all Brawl Plussary nothing else!!! ^^

(AX)
 

Cyan_Blau

Smash Apprentice
Joined
Nov 13, 2007
Messages
99
Sorry for double post o_o

EDIT:

I would like to preface my post by clarifying that I understand that the purpose of Brawl+ isn't to make Brawl more like Melee; however, I feel some comparisons with Melee are appropriate since, despite the character imbalances that stemmed from chaingrabs and wavedashing, there are many aspects of the game that Melee got right. Anyway, it's been less than a week since I started playing Brawl+, but I have two concerns to offer:

1) Although the default Powershield/Perfect Shield window in vBrawl is reported to be 4, and the window is supposedly only 2 frames in Brawl+, I'm only getting 3 frame and 1 frame windows respectively using the Debug Pause code. However, even if this were corrected, I fear 2 frames may be too short a window. Melee's Powershield window was 4 for melee attacks and 2 for reflecting projectiles, and I remember that reflecting projectiles was really hard to do at will. Considering that Powershielding is difficult to take advantage of since it requires prediction and certainty about the opponent's attack, and the window to react upon accidental Powershields is very small, perhaps returning to vBrawl's default window should be considered?

2) Hit Lag. As far as I've been able to tell, the new landing lag and shield stun values mirror Melee's reasonably closely (with L-cancel taken into account, of course), I notice that Brawl+'s Hit Lag values seem to be consistently and considerably lower than Melee's. For instance, Ganon's mighty F-air had a considerable 7 frames of Hit Lag, and now it's been reduced to 4. Likewise, his d-air had 14/9 frames in Melee (hit/shielded respectively, because of electric attack's lag multiplier) while it's only 5/5 frames in B+. More markedly, Samus's Charge Shot used to be 15/10 in Melee, now it's 6/6.
...
I understand that this project is a massive undertaking and that's why feedback is valuable to you guys; so I'm basically wondering if you kinda winged it on the current Hit Lag multiplier in Brawl+ or if you deliberately meant to reduce hit lag to sub-Melee standards. I fear that the hit lag reduction is just a bit severe. I've been out of the Smashboards scene for around 2 years so I don't know if this ever got out, but bear in mind one thing: Hit Lag doesn't just dictate your window to Smash DI when you get hit. It's also possible to Smash DI while shielding in order to either decrease or increase your distance to the opponent. This technique could be employed in Melee to, for example, stay within shieldgrab/up-smash range after blocking attacks like Ganon's f-air or Samus's d-smash, avoiding sliding off the edge when standing near it, or increasing your distance from Fox during his d-air to try to cause his shine to miss and punish him.

This shielding Smash DI is still present in Brawl (very easy to tell if Debug isn't available by shielding Halberd's Combo Cannon laser and smashing left or right repeatedly,) although the insane buffering window made it impractical in vBrawl since even if you succeeded, the low hit stun meant you'd almost invariably buffer a roll as well. Brawl+ doesn't have this problem, and the technique may prove even more valuable here than in Melee since Brawl seems to have lower traction overall; but I fear that just like vBrawl's window of opportunity was just too big (consistently 2-3 frames bigger than Melee), Brawl+'s may be too small. Smash DI'ing a shielded attack and punishing was already hard to do in Melee against everything but the laggiest attacks (e.g. Ganon's f-air, 7 frames), and even then it required foresight and carried with it the risk of starting a last-minute roll and getting hit during the start-up if you timed it too early (or becoming too fixated in anticipating the attack and getting caught by surprise.) I think, with the hit lag as it is now, it'd be downright impractical to employ such techniques in Brawl+.

EDIT: Oh yeah, too low hit lag also adversely affects your ability to Smash DI against the side of the stage to tech it when being edgeguarded.

I also would say that a higher hitlag would be more competitive than 7, maybe 8 or 9, but 7 is only 1 number to low, and the shield is really a thick faster in Melee!!!

I could understand if people say: "no to wave-dash!", but some speed values are really better to be just 1 value more, nothing else more than in Melee or the game wouldn't be faster enough to say it's really good man!

(AX)
 

Magus420

Smash Master
Joined
Dec 13, 2003
Messages
4,541
Location
Close to Trenton, NJ Posts: 4,071
1) Although the default Powershield/Perfect Shield window in vBrawl is reported to be 4, and the window is supposedly only 2 frames in Brawl+, I'm only getting 3 frame and 1 frame windows respectively using the Debug Pause code. However, even if this were corrected, I fear 2 frames may be too short a window. Melee's Powershield window was 4 for melee attacks and 2 for reflecting projectiles, and I remember that reflecting projectiles was really hard to do at will. Considering that Powershielding is difficult to take advantage of since it requires prediction and certainty about the opponent's attack, and the window to react upon accidental Powershields is very small, perhaps returning to vBrawl's default window should be considered?
Yeah, I brought up the PS windows being 3 in vB and 1 in B+ awhile back. The confusion comes from the in-game values that are modified being 4/2, but the resulting windows really end up as 3/1. It just hasn't been clarified yet on the changelist as being 3/1.


As for looking at the windows in vB/B+ and the ones in Melee, they aren't directly comparable for a couple reasons:

1) PSing in Melee used a specialized area within the shield that's a good amount smaller than the entire shield itself. Brawl simply PSs with any part of the shield.



(to PS in Melee it needed to make contact with that whitish area)

This difference is most apparent with projectiles/sex kicks/etc where the hitbox comes out outside of your range then moves into it. While if both windows were for example 2 frames, a slow moving hitbox might act more like 4 frames in Brawl because of the larger range between the edge of the shield and the character's hurtbox. You could shield before it comes in range of your shield and then PS it the next frame when it hits it, or you could let it move in closer and then shield it just as it's about to hit you (and already within your shield range). In Melee though, you didn't have this 'disjointedness' of the PS range to PS it from further away like you can in Brawl.

For attacks that come out directly ontop of you though, the windows in both would act the same way.

This is where you get a problem. To make PSing projectiles/moving hitboxes more difficult since the disjointedness of the area makes the windows effectively larger than normal on them, you make the window smaller. In doing so, however, you also make PSing attacks that come out ontop of you much more difficult since the disjointedness has no bearing on the ease of PSing them. By making the effective windows for PSing moving hitboxes in B+ more comparable to the difficulty in Melee, PSing attacks that come out ontop of you has become nearly impossible.


2) Melee required the digital click of the shoulder buttons to be pressed to trigger the PS window. If you didn't press the button fast enough the lightshield function could interfere and cause you to block something normally before activating it. Brawl doesn't have this issue.


3) The window in Melee was input timing dependant and only activated when the digital click was pressed during the shield-ON animation. Since the window is tied to the digital press and not the shield itself, you can actually light shield for 1 frame then click the digital input, and the 4/2 windows would begin on that 2nd shield frame instead. Holding the shield early during the lag of another action to protect youself afterwards would not trigger it, because the digital click was not pressed during the shield-ON, and was only being held.

In Brawl however, when you begin pressing shield does not matter, and the PS window is simply a certain number of frames during the start of the shield-ON animation. This difference is what people refer to as 'auto-PSing' and 'buffered PSing' in Brawl, because you can be holding block well before you actually begin shielding, and as long as your shield is hit within the PS window you will get the PS.


2) Hit Lag. As far as I've been able to tell, the new landing lag and shield stun values mirror Melee's reasonably closely (with L-cancel taken into account, of course), I notice that Brawl+'s Hit Lag values seem to be consistently and considerably lower than Melee's. For instance, Ganon's mighty F-air had a considerable 7 frames of Hit Lag, and now it's been reduced to 4. Likewise, his d-air had 14/9 frames in Melee (hit/shielded respectively, because of electric attack's lag multiplier) while it's only 5/5 frames in B+. More markedly, Samus's Charge Shot used to be 15/10 in Melee, now it's 6/6.
Landing lag seems a little faster than l-canceled in Melee on average, with some moves dipping real close to their normal air-ground lag. Shieldstun is actually a good deal higher in B+ than in Melee. Combine those 2 things and there are a lot of moves that give advantage on block and some with quite a lot *cough*Peach f-air +9/10*cough*, whereas any positive numbers in Melee were pretty much limited to Peach's floatcanceling and a few select attacks.


I definitely agree about 50% hitlag being too low though. There's a fine line between making DI more difficult (this and faster gameplay was the intent of lowering it) and making DI entirely prediction/preemptive/accidental-based, and imo 50% hitlag crosses it quite a bit. I agree about shield SDI being pretty sweet and takes a big hit here. The very low hitlag also makes some combos/multihit attacks very difficult to impossible to multiple SDI.

I look at Zelda's b-air which can start, connect, go through hitlag (~7 frames iirc), and in most cases send you on your way before you can even properly respond to seeing the kick animation begin. Sucks for the person who was trying to dash away when they're at like 8 damage on the side of WW... (and yes, that's actually happened to me before :psycho:)

EDIT: Oh yeah, too low hit lag also adversely affects your ability to Smash DI against the side of the stage to tech it when being edgeguarded.
You can't do this... yet (A/SDI into walls doesn't make you hit them), but I also agree with this point if/when such a code is added.
 

Doval

Smash Lord
Joined
May 16, 2005
Messages
1,028
Location
Puerto Rico
Honestly I don't mind the Powershield issue too much either way. It's the hit lag that really concerns me.
2) There are multiple reasons for the hitlag, most of which I cannot remember. But in the cases of things like Ganon's fair, you should see it coming before you get hit; DI is not on reaction.
In the case of Ganon's f-air, naturally. But I was mainly making an example out of him because a Ganon f-air was one of the "beefiest" attacks hit lag-wise in Melee. That it's been reduced to 5 frames, and that Samus's Charge Shot is reduced to 6, speaks a lot about what happens to lesser attacks. Take Fox's D-air for example; in Melee, there would be 3 frames of hit lag, and 2 frames between each hit. So for each cycle of the drill, you could attempt to Smash DI in 3/5 of the frames. vBrawl has a ludicrous 5 frames of hit lag per hit. However, Brawl+ has only one frame of Hit Lag to DI, so for each drill cycle (of which there are generally only two when fastfalling) you only have 1 out of 3 frames per cycle to Smash DI. With Automatic Smash DI gone, doing at least one Smash DI is the only way to attempt to get out of the way of the incoming Up Smash. There are other examples, like Samus's d-smash, which also had 7 frames of Hit Lag in Melee like Ganon's f-air, but wasn't nearly as easy to see coming a mile away, or to react against if you wanted to Shield Smash DI the hit.

The vast majority of normal attacks in Brawl+ seem to bottom out at 1 frame and top out at 4 frames. On the other hand in Melee the hit lag range was 3 (jabs/multihits) to 7 (smash attacks strong aerials) for most things. I agree that the amount of hit lag in vBrawl was pretty excessive; 5-10 is just too high a range. But I think Melee was "just right" in that department. 1 frame is too low for multi-hit attacks and 4 frames is pretty low for the likes of a Fox Up Smash or a Mario Down Smash. I don't think anybody thought DI was too easy in Melee either.

EDIT: Ah, took too long to dig up my frame data and Magus posted while I was writing my own post.

Thank you for all the clarifications regarding the Melee powershield mechanics. I had no idea about any of the points you brought up except for the possibility to accidentally soft shield while trying to click the buttons. Suddenly all these accidental powershields in vBrawl make a whole lot of sense. Still, a 1 frame window is pretty much frame-perfect...2 seems like the absolute minimum that would be useful for actually powershielding on command. The fact that you don't have an "accidental" soft shield to fall back on when attempting to powershield makes it all the more unsafe to attempt with a 1 frame window. But this is merely speculation at this point. Since I've only had Brawl+ for a week, I haven't had that many combat experiences just yet.

Although, like I said, it's really the hit lag issue that I would like "you guys" (those in charge of decision making in the Brawl+ project) to give some thought. The Powershield thing is just an afterthought. It's not a very big part of the game; it's just a nice bonus when it happens.
 
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