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Brawlplusery Official Codeset - Version 4.1B

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
The Brawlplusery Codeset is designed to be a well-balanced and stable set of codes, ideal for players who want to be confident that they are playing a reasonably balanced codeset. We hope you enjoy using it, and appreciate any well-informed feedback. See the bottom of this post for more information, including thread-specific rules.

American Codeset: 28th May 2009, Version 4.1 Beta.

Link to a Download Page
Direct Link to GCT
Direct Link to Premade SD Package (Full, 11.1MB): Includes textures for competitive play
Direct Link to Premade SD Package (Small, 420KB): Contains only essential files

In order to run Brawl+ you must already have the Homebrew Channel set up on your Wii. Instructions on setting up the Homebrew Channel can be found in many locations on the internet, but cannot be discussed on this board (though it is perfectly legal).


Comprehensive Changelist Notes:

Code:
Hitbox Changes (BKB=Base Knockback, KBG=Knockback Growth):
	-Bowser Fair all hits do 3 more damage
	-Bowser F tilt does 2 more damage
	-Bowser Up and B hitbox 1: 70 base and 80 growth to 70 base and 90 growth
	-Bowser Up and B hitbox 2: 80 base and 50 growth to 100 base and 50 growth
	-Bowser Up and B hitbox 3: 50 base and 50 growth to 70 base and 50 growth
	-Bowser Fsmash final hitbox BKB 50 and KBG 90 and fire, original growth 81, BKB 22
	-Bowser Bair angle decreased to 20 from 35
	-Bowser downB hb3 (90 growth from 75, 60 base from 45)
	-Bowser downB hb4 (80 growth from 72, 14 damage from 11)
	-Charizard fair (Hitbox 4 no flinch) -> KBG176 from 0, BKB 10 from 0
	-DDD Dair has no KBG to allow for combos
	-DDD Uair has more KBG to help killing
	-DDD Second jab (55 base from 20, 0 growth from 50, angle from 85 to 90)
	-DDD Uncharged down+B (20 to 40 base)
	-DDD Full charged Down+B hb1 (30 to 50 base)
	-Falco shine change re-added now that we know attackID 0F gives hitstun, at 120¼ angle from 20¼, and has 80 BKB from 35 (PLEASE PROVIDE FEEDBACK)
	-Falco lasers nerfed to 2 damage from 3 damage
	-Falcon dair spike scaling 100, base, 10 to scale 86 32 base
	-Falcon reverse sweetspot knee at equivalent forward power, 60% hitbox size 
	-Falcon Raptor boost BKB set to 86, KBG set to 43
	-Fox nair hitbox 1 Previous - 100 growth, 10 base, 20 angle,  New - 100 growth, 20 base, 50 angle
	-Fox nair hitbox 2 Previous - 100 growth, 0 base, 20 angle, New - 100 growth, 10 base, 50 angle
	-Fox utilt hitbox 1 Previous - 10 damage, 110 growth, 22 base, 110 angle, New - 7 damage, 135 growth, 47 base, 84 angle
	-Fox utilt hitbox 2 Previous - 8 damage, 110 growth, 18 base, 84 angle, New - 7 damage, 135 growth, 47 base, 84 angle
	-Fox utilt hitbox 3 Previous - 8 damage, 110 growth, 18 base, 80 angle, New - 7 damage, 137 growth, 47 base, 80 angle
	-Fox dair 2 dmg from 3 dmg
	-Fox jab: Fixed jab where it afforded no hitstun, BKB 20 from 10, all hitboxes angle to 80, from 35, 80, and 20
	-Ganon wizkick aka wiztruck: set to 85 BKB 80KBG
	-Ganon aerial downB modified:
		-first hitbox: spike 100 KBG and 50 BKB
		-second hitbox: meteor 65KBG and 20BKB
	-Ganon Up B (first hitbox) set to BKB at 50 from 31, Angle 45 from 65, Hitstun attackID 0F
	-IC's Popo's solo squall -> trajectory 60 from 30
	-IC's Popo's nair -> KBG 90 from 100, BKB 90 from 20
	-IC's Popo's sweetspot uair -> KBG 145 from 120
	-IC's Popo's Fair -> BKB 58 from 40
	-IC's Popo's D-smash Hitbox 1 -> KBG 120 from 105, trajectory 45 from 60
	-IC's Popo's D-smash Hitbox 2 -> KBG 120 from 105, trajectory 45 from 83
	-IC's Popo's D-smash Hitbox 3 -> KBG 120 from 102, trajectory 45 from 60
	-IC's Popo's D-smash Hitbox 4 -> KBG 120 from 102, trajectory 45 from 83
	-IC's Popo's Nair -> BKB 60 from 40
	-IC's Popo's dash attack -> KBG 40 from 60, BKB 60 from 90
	-IC's Nana's squall -> KBG 80 from 130, BKB 5 from 15, trajectory 240 from 30
	-IC's Nana's nair -> KBG 70 from 128, BKB 40 from 20, trajectory 320 from 20
	-IC's Nana's Uair sourspot -> KBG 50 from 142, trajectory 35 from 70
	-IC's Nana's Upsmash -> Trajectory 97 from 83
	-IC's Nana's Downsmash -> KBG 95 from 135
	-IC's Nana's Downsmash Hitbox 1-> Trajectory 10 from 60
	-IC's Nana's Downsmash Hitbox 2-> Trajectory 10 from 83
	-IC's Nana's Downsmash Hitbox 3-> Trajectory 10 from 60
	-IC's Nana's Fair Sourspot-> KBG 15 from 100, BKB 8 from 40, trajectory 270 from 40
	-IC's Nana's Fair Sweetspot ->  KBG 30 from 10, BKB 10 from 20
	-IC's Nana's Dair-> KBG 60 from 130, BKB 30 from 40
	-IC's Nana's Dash attack -> BKB 60 from 90
	-IC's Neutral B-> DMG 5 from 3
	-IC's Grab attack has ice effect (no gameplay effect)
	-IC's Down+B->KBG 60 from 180-130-30, , trajectory 225 from 70-20
	-Ivysaur dair sourspot 80 degrees from 50
	-Ivysaur Dash attack angle 100 from 70
	-Ivysaur Bair: All hits do 5 damage instead of 2
	-Ivysaur Uair: minus 2 damage, plus 2 base
	-Ivysaur Bullet Seed (both hitboxes) KBG 60 from 40, BKB 15 from 10
	-Jiggs: Rest BKB@118 from 100, Dmg Increased to 25, KBG to 50, 45 angle, fire
	-Kirby Nair BKB 60 from 10
	-Kirby Utilt BKB raised to 55 from 40
	-Links Up+B First hitbox boosted BKB from 72 to 85
	-Link Up+B Semi spike angle changed from 269 to 16 for 2nd and 3rd hitbox and 4th hitbox
	-Link Dtilt will now always spike at 64 BKB from 90
	-Link Fsmash angle at 25 from 361
	-Link Boomerang hitbox 1 (10 damage from 7, 30 growth from 40)
	-Link Boomerang hitbox 2 (8 damage from 5, 30 growth from 40)
	-Link Fair hitbox 1 (5 growth, 40 base from 5 base and 100 growth, 6 damage from 9)
	-Link Bair (hb1 and 2: 35 base, 0 growth, 72 degree angle from 0 base and 100 growth)
	-Link Bair hitbox 3 (60 growth & 50 base from 70 and 70)
	-Link Uair (Strong hit) (25 base from 18)
	-Link Zair hb2(80 degree angle from 45)
	-Link Dashattack (40 base from 30, 60 growth from 80 growth on all hits)
	-Link Dashattack hitbox 2 (mid) (100 angle from 80)
	-Link Dashattack hitbox 3 (run through) (90 angle from 70)
	-Link Dashattack hitbox 4 (run through) (80 angle from 60)
	-Link Up smash HB 5-8: All hitboxes: 75 base and 95 growth from 80 growth and 70 base
	-Lucario dair first hitbox now has a set knockback and no KBG
	-Lucario utilt: all hitboxes BKB increased to 55 from 43
	-Lucas Bair Final hexagon hitbox angle changed from 361 (special 20 degrees) to 280 degrees
	-Lucas Dash attack Hitbox 2: KB growth 64 from 40, Base KB 0 from 60, Damage 5% from 10%, Angle 361 (special 20 degrees) from 75 degrees
	-Lucas Dash Attack hitbox 1 KB growth 35 from 76, Damage 10% from 12%
	-Luigi aerial upB changed from 72KBG to 60KBG  
	-Mario FLUDD Angle changed from 55 to 50 degrees, growth changed to 70 from 100, BKB to 5 from 0
	-Mario Dair hb2 (80 BKB changed to 60)
	-Mario Fair hitbox 1 flub KBG 100 from 80
	-Mario Fair "Doc" hit - Growth 100 from 80
	-Mario Fair "Meteor" hit - Base KB 40 from 20
	-Marth Fair: hb1: 8 dmg from 10dmg BKB 42 from 40; hb2: 11dmg from 13dmg, BKB 42 from 40; Angle on sweetspot hit changed to 50 from 20, Angle flub at 40 from 20
	-Marth Uair: hb1: 8 dmg from 10dmg; hb2: 13 damage to 11 damage, 80 growth to 95 growth, 40 base to 42 base
	-Marth UpB 13 damage -> 10 damage, angle 20 to 35¼
	-Marth OverB Reduced the 4 damage hitboxes on the first swing to 3 (so they all deal 3 damage).
	-Marth OverB Reduced damage on all variants of the second and third hits by 1 (5 -> 4, 4 -> 3, and 3 -> 2).
	-Marth OverB nerfed the 8 damage hitboxes on the final swing (up and forward) to 5 damage and the 6 damage hitboxes to 4 damage.
	-Marth OverB Nerfed the first two hitboxes for the final swing (down) by 1 damage each (3 -> 2 and 2 -> 1), and dropped the third hitbox from 5 damage to 3.
	-MK Downsmash both hitboxes KBG changed to 80 from 93, BKB changed to 30 from 40
	-MK Shuttle Loop BKB 55 and KBG 83, from 90 and 60
	-MK Fair outer hitbox on 1st and 2nd swipe now does nothing 
	-Ness D tilt angle changed to 5 from 0 to stop wall locks
	-Ness' bat makes homerun sound
	-Ness d-smash hitbox 1 (20 degree angle from 110; 15 base from 0 and 50 growth from 100)
	-Ness d-smash hitbox 2 (90 base and 60 growth changed to 60 BKB and 60 KBG; angle 80 from 55)
	-Olimar upB Blue: 70BKB & angle 15 from 6dmg 90KBG BKB 60 angle 20
	-Olimar upB Purple: 100KBG from 8dmg 88KBG 60BKB angle 20
	-Olimar upB White: 10dmg & 54KBG from 6dmg 90KBG BKB 60 angle 20
	-Olimar upB Yellow: Angle 80 KBG 100 from 6dmg 90KBG BKB 60 angle 70
	-Olimar upB Red: 80BKB angle 45 from 7dmg 90KBG BKB 60 angle 20
	-Peach dair last two hitboxes 120 to 80 growth
	-Peach fair BKB dropped to 35 from 60, KBG raised to 90 from 68
	-Peach Downsmash 50 base from 38 and 7 damage from 5
	-Pit dtilt now is a meteor for the whole hitbox
	-ROB utilt tweaked slightly to remove an infinite
	-ROB utilt (trap hitbox) fixed to remove infinite
	-Samus Fsmash now provides KBG@90 and BKB@56  from  KBG@100 BKB@20
	-Samus nair (first hit), BKB to 22 from 10, KBG to 120 from 80
	-Samus Chargeshot KBG 70 from 56, BKB 32 from 31
	-Samus super missiles now at 15 dmg from 10, 72 KBG from 65, angle of 40 from 55
	-Sheik Fair dropped to 120 growth (from originally modified 135)
	-Sheik Ftilt leg hit changed from 63 base to 64 and changed angle to 70 degrees (previous was 90), 85 growth
	-Snake's dair hb4 (50 growth from 100)
	-Sonic's nair changes (by overwhelming sonic player demand):
		-hitbox 1: 11dmg 80 KBG 30BKB angle:20 (KBG increased by 5 to 85, BKB increased to 50 from 30)
		-hitbox 2: BKB increased by 10 (30 from 20)
		-hitbox 3: unchanged 
	-Squirtle watergun Angle changed from 55 to 50 degrees, growth changed to 70 from 100, BKB to 5 from 0
	-Squirtle Aerial Nerfs:
		-Fair: hb1: dmg to 10 from 12, KBG to 113 from 94; hb2: dmg to 4 from 6, KBG to 135 from 90, BKB up by 2
		-Bair: hb1: dmg to 8 from 10, KBG 121 from 97; hb2: dmg to 4 from 6, KBG to 135 from 90, BKB up by 2
		-Uair: dmg to 9 from 11, KBg to 115 from 94, BKB 45 from 30
	-Squirtle Utilt BKB increased to 50 from 31, KBG 150 from 100, DMG 4 from 6
	-Toon Link FSmash first hit Ð angle 35, KBG 60 from 86, BKB 32 from 0 (fixed to link better and not result in being punished for landing it)
	-Toon Link Dsmash ridiculous sideswipe glitch fixed
		-Hitbox 2 (front side):	KBG 0 from 100, BKB 75 from 0, angle 176 from 170
		-Hitbox 3 (middle):	KBG 0 from 100, BKB 75 from 0, angle 176 from 180
	-Wolf Dair sweetspot BKB raised to 32 from 6
	-Wolf's fair from 95 growth to 110 and changed its angle from 75 to 105
	-Wolf nair readjusted:
		-hb2 changed from 10 base to 40 & 4 damage from 3 damage
		-hb3 changed from 0 base to 40 and 1 damage to 2 damage
		-hb4 increased from 0 growth to 100 growth and 0 base to 40 base
	-Yoshi downsmash (strong hitbox) changed from KBG 63 to KBG 80 and angle of 23 from 30
	-Yoshi downsmash (weak hitbox) changed from KBG 53 to KBG 70 and angle of 23 from 30
	-Zelda UpSmash Final Hit, BKB to 30 from 20, KBG 180 from 210
	-ZSS fsmash electric hits are +2 damage, +2 bkb
	-ZSS fsmash last hitbox (the backwards hit), 8 damage from 6, 16 kbg from 100, 128 bkb from 65, 106 degree launch angle, hits forward overhead almost constant kb
	-ZSS overB whip is 13 damage, +5 kbg, +5 bkb (to offset the kb changes caused by lower damage)
	-ZSS fair first hit 0 kbg

Frame Speed:
	-Bowser Utilt on frame 13, 1.5x faster
	-Bowser Ftilt 1.2x faster
	-Bowser has 50% less lag on up+b landing
	-Bowser Dtilt 1.5384616x winddown
	-Charizard ftilt cooldown now 1.75x faster
	-Charizard Uair frame 18, 1.75x
	-Charizard Dair frame 0, 1.5x, frame 18, 1x, frame 20, 1.5x
	-DDD Jab and jab combo is 1.25 times faster
	-Falco U tilt is 2x after frame 14
	-Falco Shine: Frame 0: .5x, Frame 4: 1x, Frame 7: 1.5x
	-DDD dair is 2x after final hitbox
	-Ganons jab frame 0: 3.5x, frame 20: .5x, frame 28: 3x
	-Ganondorfs sweetspot fair frame 15 extended 4x till frame 16 when it returns to 1x
	-Ganondorf fair ALR reduced to 40%
	-Ganon Murder Quake 1.85x
	-Ganon murder choke down to 2x
	-G&W downsmash: frame 15, .85x
	-G&W Key set to 100% ALR, global ALR reduced to 50%
	-G&W Dthrow 1.3x
	-IC's Down+B: After 66 speed up by 2
	-IC's Side B: after frame 55 speed up by 1.5
	-IC's Jab:After frame 8 speed up by 1.5
	-Ike nair wind-down 2x 
	-Ivysaur razorleaf 1.25x
	-Ivysaur D smash windsdown 1.25x
	-Ivysaur Utilt: Comes out 1.3x faster
	-Ivysaur upB gives a bigger hop
	-Ivysaur standing grab now has 1.2x wind-down
	-Ivysaur dair 2x after frame 12
	-Jiggs D tilt cooldown is 1.5x faster
	-Link upB adjusted to 1.5x before frame 11 to ensure no missing hitboxes
	-Link Utilt is now at 1.1x speed
	-Link standing grab now has 1.5x wind-down
	-Link Dash attack wind-down 1.25x
	-Lucario upB softlanding endlag 20x
	-Lucario Up and B works 1.5x faster
	-Lucas dash attack 1.20x until frame 31, then 0.70x for last 10 frames (previously was 1.35x whole move)
	-Lucas U-smash 1.15x (Comes out 24 instead of 28, ends 85 instead of 98)
	-Lucas 2nd frame double jump 1.25x
	-Lucas U-tilt reworked to 1.175x after hitbox from previous (1.35x total)
	-Lucas Standing Grab is now 1.5x faster after hitbox
	-Marth utilt 1.5x after frame 15
	-MK Tornado change Comes out .75 speed (hits frame 16 instead of 12) & 1.5x as much landing lag
	-Ness Dash attack 1.6x after hitbox ends:
	-Ness utilt CD 2x
	-Ness downsmash CD 1.75x
	-Olimar dash attack 1.5x faster (he has an awesome DACUS)
	-Samus' homing missles after frame 20 is 2x faster
	-Samus' super missles after frame 25 is 2x faster
	-Samus standing grab now has 1.6x wind-down
	-Sheik fair has last 5 lag frames removed
	-Sonic U tilt has 1.75x winddown
	-Sonic D smash comes out 2x as fast, has more windown (frame 19, endlag frame speed .5x)
	-Sonic U smash Sped up 2x for the last 16 frames
	-Sonic Dthrow 1.3x
	-Wolf dair: Frame 20 1.4x
	-Yoshi exits shield at 2x
	-Yoshi standing grab now has 1.5x wind-down
	-Zelda UpB 1.5x reappearance wind-down (from 2x)
	-Zelda Ftilt 1.2x
	-Zelda Up-B landing lag 1.5x faster
	-Global: Grab Release Combos have been removed
	-Global: ADs reworked: removed 7 frames from invincibility section, except for peach; added 2 frames cooldown section, peach's cooldown adjusted to compensate for differences, Ness, Lucas and Yoshi were exempted from the code due to teleports

Conditional Action Modifier:
	-The following moves do not go into special fall:
		-DK punch
		-Ike aerial sideB when he swings
		-Lucario upB
		-Ness PKT1 
		-Pit upB
		-Yoshi sideB
		-Zelda SideB

Global Changes:
 - Hitstun changed from Brawl Default 0.48 to 0.4865
 - Aerial Lag Reduction (ALR)
	-Most characters reduced to 50%
	-Captain Falcon reduced to 40%
	-Lucas has 40% ALR
	-Link reduced to 35%
 - Characters individual Short Hop, Full Hop, Fast–Fall, Down Gravity and Normal Gravity have been optimized (See chart below)
 - Characters retain momentum when performing a running jump (see chart below)
 - Individual Move Knockback, Knockback Growth, Damage, Damage Type, and Launch angle have been modified (see below)
 - Individual move frame speeds have been modified (see chart below)
 - Brawls teching system changed from distance to frame window: Tech window = 15 frames
 - Handicap no longer gives handicap, the value/10 equals your buffer frame window
 - Lagless Ledges (Constant 40800000)
 - Dash Dancing window has been improved
 - You can now Cancel a dash with a crouch
 - You can now shield during a dash dance
 - Shieldstun follows New Stun=2*OLDSTUN+3.5
 - Pokemon Trainer has Infinite Stamina
 - Hold Shield to Swap Pokemon after death
 - Hitlag Modifier: NewHitLag=.5*OldHitlag
 - Electric Hitlag set to 1.0
 - Techrolls sped up 1.3x
 - No Autosweetspot Ledges during up B's
 - No Stale Moves
 - No Random Tripping
 - No C-Stick Fastfalls
 - Ledge invuln time at 34 frames to restore to brawl default value due to 11 being shaved off
 - Reversed levels (i.e. stage hazards / changes have been removed): 
		-Pokémon Stadium 2
		-Warioware
		-New Pork City now is the online waiting room stage which is ONLY playable in versus mode
 - Frozen levels:
		-Spear Pillar 
 - Luigi's mansion is now loaded without the mansion
 - Triple Jump Glitch is fixed
 - Ganon, Falcon, Toon Link and Bowser's weird upB momentum was fixed
 - Ganon can now downB and re-obtain second jump
 - 2 Frame Powershield window instead of Brawls default of 4
 - Default Settings now set to 4 stock, team attack on, 8min
 - Nametags are now saved in replays
 - Infinite length replays
 - Custom Character Select Screen	
 - Grabs give back the opponents jump
 - Testing new death boundaries made by Kupo (death bound data and death bound code)
 - Online Handicap Disable v1.0 (YOU MUST SET YOUR HANDICAPS TO BE IDENTICAL OR DESYNC)
 - Texture Hack Support v2.1a
 - Added scar jumping back in
 - New CSS with Independent Pokemon code (shield no swap now removed)
 - Added unrestricted pause camera
 - Added unrestricted replay camera
 - Added Colored shields cuz its awesome

Other:
	-MK's tornado now cannot change vertical height due to increased gravity

-Character Specific Momentum Settings
	Pikachu: 85%
	Lucario: 75%
	Lucas: 120%
	D3: 70%
	MK: 75%
	Sonic: 175%
	ZSS: 110%
	Global 92.5%

	
Character Specific Gravity and Jump Power Modifications
Chara	ID	SH	FH	FF	DGrav	Grav	Filler
Mario	0	0.900	1.025	1.200	1.175	1.050	0
DK	1	0.850	1.000	1.400	1.000	1.000	0
Link	2	1.050   1.100   1.075   1.025   1.100	0
Samus	3	0.900	1.025	1.300	1.175	1.000	0
Yoshi	4	1.050	1.025	1.200	1.175	1.000	0
Kirby	5	1.000	1.000	1.100	1.000	1.000	0
Fox	6	0.900	1.050	1.150	1.200	1.100	0
Pikachu	7	1.000	1.000	1.150	1.000	1.000	0
Luigi	8	0.950	1.000	1.200	1.000	1.000	0
Falcon	9	0.900	1.050	1.150	1.200	1.100	0
Ness	A	1.075	1.050	1.150	1.075	1.150	0
Bowser	B	0.950	0.950	1.200	1.025	0.950	0
Peach	C	0.950	1.050	1.200	1.175	1.050	0
Zelda	D	0.900	1.000	1.200	1.000	1.000	0
Sheik	E	0.950	1.025	1.200	1.150	1.050	0
Clim 	F	0.800	1.050	1.300	1.000	1.000	0
Marth	11	1.150	1.125	1.075	1.025	1.200	0
G&W	12	1.000	1.000	1.200	1.000	1.000	0
Falco	13	0.900	1.050	1.150	1.200	1.100	0
Ganon	14	1.025	1.050	1.100	1.000	1.000	0
Wario	15	1.000	1.000	1.200	1.000	1.000	0
MK	16	0.900	1.000	1.300	1.100	0.950	0
Pit	17	1.000	1.025	1.200	1.000	1.025	0
ZSS	18	0.900	1.000	1.200	1.050	1.000	0
Olimar	19	0.950	1.025	1.200	1.175	1.050	0
Lucas	1A	1.025	1.025	1.300	1.050	1.025	0
Diddy	1B	0.950	1.025	1.200	1.150	1.050	0
Chariz	1D	1.000	1.025	1.200	1.150	0.950	0
Squirt	1E	0.900	1.050	1.300	1.050	1.000	0
Ivysaur	1F	1.025	1.025	1.200	1.050	1.000	0
Dedede	20	1.000	1.025	1.150	0.950	1.000	0
Lucario	21	1.050	1.100	1.075	1.025	1.200	0
Ike	22	1.000	1.050	1.100	1.025	1.025	0
ROB	23	1.000	1.025	1.200	1.150	1.050	0
Jiggs	25	0.950	1.000	1.300	1.000	1.000	0
Toony	29	1.000	1.000	1.300	1.150	1.000	0
Wolf	2C	1.025	1.025	1.200	0.850	1.100	0
Snake	2E	0.950	1.100	1.200	1.175	1.050	0
Sonic	2F	0.950	1.000	1.300	1.250	1.000	0
Any reply that is not does not fall into one of the four following categories is spam and will be punished appropriately:

  • Structured, informed issues with balance in the current version, preferably with suggestions for change to fix said problems
  • Official responses from WBR Members to said feedback
  • Brawl+ Tournament Results Listings (With full details such as Characters, Players, Date and Entry Fee)
  • Reports for undocumented bugs within the game itself

This includes any of the following:

  • "Hooray, a new version has been released! Did you..."
  • "X is lame/overpowered/underpowered"
  • "I can't get it to load.../How do I set it up?"
  • "I don't like Brawl+ because..."

Known Bugs:
  • Holding a button or direction at the end of the match causes a freeze
  • Online Waiting Room only replaces New Pork City in offline versus mode. It does not work in training mode or online.
  • When choosing ZSS, after the match ends the CSS will reselect Samus.
  • Online, Pokémon Trainer's Pokémon cannot played independantly. Choosing a single Pokémon will merely change the one you start the game as.

What are our "textures for competitive play?"

In teams battle, characters such as lucario, olimar, sonic, and PT all have colors which are fairly indistinguishable and is recognized in the community with a rule called "Chibo's color rule" dictating color choices for teams. We address this by including textures for these characters such that red lucario is redder, etc. This is highly advised for use in tournament play to facilitate teams matches.

What is the best way to install this?

The easiest method is to download the premade SD package supplied in the first post. Then you must unzip the file which will give you a folder called Plusery4.1Full. Take the entire contents on this folder and place it in the root of your SD card.

If you wish to install by hand and not use a premade package, or try out a newer, more experimental codeset which tests new codes and balancing tweaks, the Brawlplusery Nightly Builds site may be useful:
http://web.me.com/shane_mulligan/Brawl+_Nightly_Builds/Welcome.html
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Almas, add this to the OP as there are a few things to answer people's questions.

What are our "textures for competitive play?"

In teams battle, characters such as lucario, olimar, sonic, and PT all have colors which are fairly indistinguishable and is recognized in the community with a rule called "Chibo's color rule" dictating color choices for teams. We address this by including textures for these characters such that red lucario is redder, etc. This is highly advised for use in tournament play to facilitate teams matches.

What is the best way to install this?

The easiest method is to download the premade SD package supplied in the first post. Then you must unzip the file which will give you a folder called Plusery4.1Full. Take the entire contents on this folder and place it in the root of your SD card.

If you wish to install it by hand and not use a premade package, I advise you read this page:
http://web.me.com/shane_mulligan/Brawl+_Nightly_Builds/Welcome.html


Also, some other known issues you missed:

-Online Waiting Room only replaces New Pork City in offline versus mode. It does not work in training mode or online.

-When choosing ZSS, after the match ends the CSS will reselect Samus.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Add another one:

Individual Pokemon do not work online, you will start out as that Pokemon you picked but, you will have the force switch (meaning you're essentially playing PT) as one of the other online "bugs".
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Copied OP over to Smash Workshop. Paprika, update your post here when you're ready, and I'll use some moderating magic to paste it over.
 
D

Deleted member

Guest
does this set have a txt file somewhere?

EDIT: I can't find this set anywhere. is this 5-27??

EDIT2: I assumed it is 5-27 (smk said so too) stuff is in the first reply here
 

CT Chia

Smash Obsessed
Joined
Sep 4, 2007
Messages
24,416
Location
Philadelphia
Why isn't it just called V4.2? We've been on 4.1 for like months

Also, fix the full release please, its pretty terrible right now. There's...
-a bunch of random .DS_Store files everywhere for i have no reason why
-useless empty (well with a DS Store file) folders made
-theres a temp folder of size 756k with images that are 100% unneeded in the root
-idk why theres the homebrew browser
-a twilight hack is included yet you don't include all versions so some people will run into errors causing more confusion
-its like these textures included is a *******ization of my standard texture pack, except adding a samus, taking out shiny pokemon, but leaving in the shiny pokemon trainer??? why were all of my CBP and CSPs removed?
-i dont have access to my excel files with all of my texture number conversions so idk what is what by memory, but there are 4 sonic textures included in this pack. why? there should only be 2, red and green.
-theres only one ivysaur texture, when there should be blue and red.
-there are 3 falcos, when there should only be red and green
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
Also, fix the full release please, its pretty terrible right now. There's...
-a bunch of random .DS_Store files everywhere for i have no reason why
This isn't under anyone's control. shanus uses an iMac, he made the folders, so in each folder when it's loaded on a Windows, you see the .DS_Store while shanus doesn't (they are completely invisible to him). It's a form of a Mac file but, nothing can be done about it unless a Windows user made the folders. The .DS_Store files don't do anything to begin with though so they're not a "OMG HUGE ERROR" issue.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Guys, can you please stop replying and responding to each other in the thread in the Workshop. All it serves to do is encourage an atmosphere where people chat to each other. One response explaining an issue, and that is it. Any more, even if you're correcting each other's errors, and you make it look as if anyone is free to reply with their own little spin on the discussion. I want to be able to read through the thread and only find useful replies.

Chibo, I'm not certain of the extent of the changes the textures perform, but if you can produce a more complete texture pack with the same objective, complete with CSPs to prevent inconsistencies, then I see no reason why we can't replace the one being used.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Guys, can you please stop replying and responding to each other in the thread in the Workshop. All it serves to do is encourage an atmosphere where people chat to each other. One response explaining an issue, and that is it. Any more, even if you're correcting each other's errors, and you make it look as if anyone is free to reply with their own little spin on the discussion. I want to be able to read through the thread and only find useful replies.

Chibo, I'm not certain of the extent of the changes the textures perform, but if you can produce a more complete texture pack with the same objective, complete with CSPs to prevent inconsistencies, then I see no reason why we can't replace the one being used.


Got it Captain!
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Guys, can you please stop replying and responding to each other in the thread in the Workshop. All it serves to do is encourage an atmosphere where people chat to each other. One response explaining an issue, and that is it. Any more, even if you're correcting each other's errors, and you make it look as if anyone is free to reply with their own little spin on the discussion. I want to be able to read through the thread and only find useful replies.
...what. What the frick are you talking about? I just looked through the entire thread and didn't see anyone in the broom replying or responding to each other. Answering other people? I saw plenty of that. But what the frick else are we supposed to be doing? Chill. The thread has been doing pretty good so far, imo. People are still adjusting to the more serious nature of the thread, but we seem to have set the tone fairly well after your initial wave of infractions. I've seen very few "casual" posts in the thread lately.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
...what. What the frick are you talking about? I just looked through the entire thread and didn't see anyone in the broom replying or responding to each other. Answering other people? I saw plenty of that. But what the frick else are we supposed to be doing? Chill. The thread has been doing pretty good so far, imo. People are still adjusting to the more serious nature of the thread, but we seem to have set the tone fairly well after your initial wave of infractions. I've seen very few "casual" posts in the thread lately.
He moved those posts to another topic. I had replied to PK at the start and SMK and Shanus had a back and forth on something earlier. I see his point. We can talk about it in the casual fashion in IRC or back here. I really believe we should be invisible except to say 'We are looking at it', asking for more data, or posting a specific response to a question.
 
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