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[canceled] SSF:B - Super Street Fighter: Brawl! --- @Any MOD: Pls close/delete thx :)

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xDD-Master

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PROJECT CANCELED DUE TO THE NEAR IMPOSSIBILITY OF THIS WOULD EVER BE SOMEWHAT SIMILAR TO A REAL BEMU xd!!!

A short FAQ

  • First: What does SSF:B stands for?
    => Super Street Fighter Brawl


  • Is this a final name?
    => Idk, maybe I need to change it if there is a copyright on the name "street fighter".

  • So what is the main Idea of this?
    => SSF:B should be a complete different Smash Bros. It's gonna be a mix of traditional fighting games physics [mostly street fighter] and brawl [nintendo characters & stages].

To do List

  • Ruleset (Only 1 of both)
    • brawl with hp instead of % (<- then we would have a timer) Ҳ
    • hp-mode (special brawl) with timer (<- normally there is no timer) Ҳ

  • Gameplay
    • characters face eachother everytime Ҳ
    • new shielding system Ҳ
    • remove 2nd jumps (No Multi-jumpers maybe) Ҳ
    • remove gliding or at least making it ending in fall state Ҳ
    • remove tripping Ҳ
    • remove wallteching Ҳ
    • remove ground teching or changing it Ҳ
    • remove footstooling Ҳ
    • remove SHs Ҳ
    • remove aerial mobility Ҳ
    • remove air moves (Specials, or even some Aerials) Ҳ
    • remove the landing lag of aerials Ҳ
    • remove airdodging Ҳ
    • remove spotdodging Ҳ
    • remove dashing / running Ҳ
    • remove / reduce bounce of walls Ҳ
    • all 3 walkings have the same speed Ҳ
    • canceling system: jabs > tilts> smashes > specials Ҳ
    • quicker landing-animation, get-up-animation, more invi-frames (?) Ҳ
    • special button strings to release "special" attacks (v ~ v+> ~ >+A for example) Ҳ
    • some sort of a special bar, which can unleash a special attack (like final smashes) if the bar is full Ҳ
    • wifi-support Ҳ

  • Physics
    • hitstun Ҳ
    • gravity Ҳ

  • Characters
    • character specific moveset changes Ҳ
    • remove of all infinites Ҳ
    • balancing Ҳ
    • giga bowser (lol xD?)... maybe ._. Ҳ

  • Stages
    • no death zones Ҳ
    • making as many stages as possible viable Ҳ
    • maybe camera re-adjustments Ҳ
~Discuss
 

[TSON]

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Brawlwall can edit now actually. The update was sent out yesterday. Just run it and it will ask you if you want to update (and you do)
 

xDD-Master

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Brawlwall can edit now actually. The update was sent out yesterday. Just run it and it will ask you if you want to update (and you do)
I will look into this, but, I just downloaded it today and when I saved the file (New name too), then opened it, the stage was unchanged :/ (I got rid of the plattforms but the got back).

I will download it again now, to see if I maybe accidentely downloaded an older version. When I cant find out what I do wrong, could you may help me?
 

ThatGuyYouMightKnow

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I already had this idea.

The only thing holding me back from starting it is to find out how Sonic finds the nearest enemy so everyone will ALWAYS face each other.

Plenty of ground work needs to be discussed before it can even start.

Hitlag DECREASED? Do you know how much hitlag is in a..."traditional" fighter? D:
 

xDD-Master

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I already had this idea.

The only thing holding me back from starting it is to find out how Sonic finds the nearest enemy so everyone will ALWAYS face each other.
Ah I was sure I missed something, but I think thats the most hard part ._.

Plenty of ground work needs to be discussed before it can even start.

Hitlag DECREASED? Do you know how much hitlag is in a..."traditional" fighter? D:
I said increased, anyway iirc its like "when you get hit into the air you cant do anything until you land." right ?

That's what I mean with "hitstun increased by a lot". I mean the time you cant do anything when hit into the air (Smashes etc.)
 
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One thing to keep in mind is that virtually no traditional fighting game has either of the following two things:
1. As many attacks that juggle so ridiculously well (mario/luigi/squirtle utilt, basically, any combo utilt)
2. As many ways to **** a grounded opponent/punish a missed tech.
 

xDD-Master

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One thing to keep in mind is that virtually no traditional fighting game has either of the following two things:
1. As many attacks that juggle so ridiculously well (mario/luigi/squirtle utilt, basically, any combo utilt)
2. As many ways to **** a grounded opponent/punish a missed tech.
  • Character Specific Changes would also need to be done (For Example, tether recoveries are no longer needed, so they would be an attack now)
I dont think, that is the biggest problem :p
 

ThatGuyYouMightKnow

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Wait what, where did I see hitlag in there. xD

But yeah, hitstun would have to be increased a ton, and tumble reworked so that only certain moves force tumble afterwards. Like heavy or hard attacks.

Once I can figure the main problem out, this could probably happen.
 

Fool's Gil

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Being a bigger fan of Street Fighter than Smash Brothers, I support this idea. If this gets off the ground, I'll test and film and whatever.
 

[TSON]

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Camera boundaries would need to be overhauled, zoom would need to be removed altogether and it would only pan... I wonder if that's even possible right now..
 

Kaye Cruiser

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...It's about **** TIME! XD

...Yeah, that's all I have to say. I'm looking forward to this. :3
 

xDD-Master

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Brawlwall can edit now actually. The update was sent out yesterday. Just run it and it will ask you if you want to update (and you do)
OK I re-downloaded it now.

But everytime I edit a MiscData[2] and save it, when I reopen it, the plattforms are back again o_O

I put a 0 in every field of the plattforms... :dizzy: (I overwrote the MiscData[2] of FD by an adventure stage that has no boundaries, I only need to get rid of the plattforms :p)

My Version is BrawlWall 1.2.0.2.
 
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OK I re-downloaded it now.

But everytime I edit a MiscData[2] and save it, when I reopen it, the plattforms are back again o_O

I put a 0 in every field of the plattforms... :dizzy: (I overwrote the MiscData[2] of FD by an adventure stage that has no boundaries, I only need to get rid of the plattforms :p)

My Version is BrawlWall 1.2.0.2.
I am behind this 100%

But what would we call it? Street Brawler? xD
 

[TSON]

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OK I re-downloaded it now.

But everytime I edit a MiscData[2] and save it, when I reopen it, the plattforms are back again o_O

I put a 0 in every field of the plattforms... :dizzy: (I overwrote the MiscData[2] of FD by an adventure stage that has no boundaries, I only need to get rid of the plattforms :p)

My Version is BrawlWall 1.2.0.2.
Open it again, lol
 

NAMQ_DrunkeNFeasT

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I don't care if they make 4-10 projects of Brawl with hacks, I love them all, I love fighter games such as smash series and SF series, so I approve to this new project

yes, ThatGuyYouMightKnow was the one thinking for this project a long time ago XD he told me about it I forgot when XD

anyways, since we don't actually need to work with Graphic effects and stuff for now, I think I can help a bit with PSA and maybe brawlbox in case of animation changes, I have nothing to do any day, so I'm an open tester and can help if it's needed

I'm going to try to do a mini codeset in home, and test some stuff, moves and stuff around

I think we need to Highly think of every characters Up B's since this is like > V > Punch (aka anti air and such)

idk, I'm all open here ^^
 

xDD-Master

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I think we need to Highly think of every characters Up B's since this is like > V > Punch (aka anti air and such)

idk, I'm all open here ^^
Yeah I already thought about some character specific changes.

For example in normal Fighting Games everyone only has 1 Jump IIRC. So everyone would only have 1 Jump, except some multi-jumpers: Kirby, DDD, MK, Jiggs and maybe Pit & charizard.
But you are right, nearly everyones Up-B would need to be changed, maybe also some side-bs (Not sure).
 

NAMQ_DrunkeNFeasT

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ok something else:

like in the SF series and many fighters

not all characters are able to do any command on air/ground

so might aswell remove some Special Attacks in the air, idk... it's just me... if not then, just ignore this post

--------------------------------------------------------------------------------------------------------

Up B's changes (aka anti airs)

- Ivysaur
I have 2 things for he's Ground Up B

Make it so that if the opponent is near Ivy's mouth, on frame 4, let it hit the opponent and sending them to the middle of the wip and have it hit them again (2 hit move)

first hit deal 3% damage, middle hitbox deal 9% damage

have it so the Tip grabs opponents


- Sheik

Invinsibility on frame 2 (duration may be changed) and make it to always teleport at angle 45, and after appearing, so it also does an aerial of choice

frame speed so it explodes on frame 10-20, and make it have set KB so it always sends opponent to the same place, explosion damage 10%

- Snake
Change the animation to the Up Smash and also give him a new Up Smash
hitbox appear on frame 3, and angle something like 95 or nearly there, make it have Set KnockBack so it always sends them to be hit by the Bomb send upwards
Invinsibilities can be inserted, most of the Anti Air (Fwd, Dwn, Fwd, antiirs have inv. frames at the begginging)

also another note, we should make the hp 200% and fix all damage data on everybody so the fights can atleast last 60-99 seconds

I have lots of idea, but I'll keep them for me for another post ;)

I maybe also give suggestion for the whole cast sometime later


*** PLZ FIND WHAT MAKES SONIC GO TO THE OPPONENTS!!! (he's Neutral Special Homming attack properties) ***
 

CHAOSvsORDER

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The main difference between smash and traditional fighters(aside form HP/%) is the fact that smash gives you SO much freedom in movement. It makes properly spacing in smash really hard compared to, say, SF2. As well, most fighting games don't have that much hitstun; they just don't have DI.

If you want to make this more 'traditional,' you're going to have to take away smash's identity. I do support this project, but I hope you're able to at least keep DI in. If you've ever played Marvel vs Capcom 2, you'd understand why DI is the best thing ever.
 

xDD-Master

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The main difference between smash and traditional fighters(aside form HP/%) is the fact that smash gives you SO much freedom in movement. It makes properly spacing in smash really hard compared to, say, SF2. As well, most fighting games don't have that much hitstun; they just don't have DI.

If you want to make this more 'traditional,' you're going to have to take away smash's identity. I do support this project, but I hope you're able to at least keep DI in. If you've ever played Marvel vs Capcom 2, you'd understand why DI is the best thing ever.
Well DI... I dunno if it is possible to remove DI, but I also dont know, if I really want it to get away :dizzy:


I have lots of idea, but I'll keep them for me for another post ;)

I maybe also give suggestion for the whole cast sometime later
I'm very pleased that you support me as much as you can ^^

But all I can say for now, we should focus more on the physic & stages stuff, because the character-stuff is just a question of time, but the physic-stuff is a question of possibility, and when we start making character-pac-changes and then we realize that something crucial phsyic stuff doesnt work, that would be very sad. So I would say we should not focus on the characters for now :0

like in the SF series and many fighters

not all characters are able to do any command on air/ground
You mean, they can do... nothing ? o.O

so might aswell remove some Special Attacks in the air, idk...
Like DKs and PKMN Trainers Down-B :p ? I think this should be possible and maybe is a good idea.

also another note, we should make the hp 200% and fix all damage data on everybody so the fights can atleast last 60-99 seconds
Yeah Idk, 100 would make the "perfect" number (You know how I mean this, tests would show what is the best, 300 would make Move-Damage more diverse). And yeah we would need to fix a lot.

Idk if move diminishing exist in HP-brawl, but I think it does (Will test it now), how is this in normal fighting games ? IIRC Moves only get waeker in strings/combos... but then refresh. I also dont know if this is possible to edit somehow via codeset.

(I realize I use a lot IDKs :S)


Edit:
Move-Diminishing does exist! Its also harder to get out of grabs a lower the HP is, this depends on the starting HP!!!

Btw. I will now try to make my FD Box on other stages to see how it works...
 

NAMQ_DrunkeNFeasT

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I'm very pleased that you support me as much as you can ^^
I'm Honored


But all I can say for now, we should focus more on the physic & stages stuff, because the character-stuff is just a question of time, but the physic-stuff is a question of possibility, and when we start making character-pac-changes and then we realize that something crucial phsyic stuff doesnt work, that would be very sad. So I would say we should not focus on the characters for now :0
Alright, Imma wait for this to be accomplished, then I'll try to bring up new Ideas, depending on how characters moves


You mean, they can do... nothing ? o.O
I meant, specials lol, some of them ;)

a side note, Bair's for the whole cast, needs to be fixed, so they turn before doing them so, they actually hit toward, like, Mario's Bair will not hit at he's back (if opponen and you are in the air and face to face, and you do Bair, it will then turn and do the Bair, and then go back to face the opponent)


Like DKs and PKMN Trainers Down-B :p ? I think this should be possible and maybe is a good idea.
this need to be in, but not for all the specials (and not for all characters)

Yeah Idk, 100 would make the "perfect number" (You know). And yeah we would need to fix a lot.
Sounds good to me, mugen has as default 1,000 for almost all characters, some of them has less, but 100 would be a nice default
 

xDD-Master

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Sounds good to me, mugen has as default 1,000 for almost all characters, some of them has less, but 100 would be a nice default
Maybe hacks could make 999HP possible, I dunno.

Alright, Imma wait for this to be accomplished, then I'll try to bring up new Ideas, depending on how characters moves
Yeah, maybe you could search and test some gravity & hitstun codes, idk where to find them tbh, I only know they do exist and a long time ago I found one with variables iirc.

I meant, specials lol, some of them
this need to be in, but not for all the specials
Well, OK, but I think it would be some sort of confusing when some characters have 0 Air-Specials and other have 4 of them.

a side note, Bair's for the whole cast, needs to be fixed, so they turn before doing them so, they actually hit toward, like, Mario's Bair will not hit at he's back (if opponen and you are in the air and face to face, and you do Bair, it will then turn and do the Bair, and then go back to face the opponent)
OK I know how this can be done via PSA, but Idk the reason why we shouldnt let it like it is? (As long as we cant find the Sonic Homing thing, because if we found that, this would make sense)

Btw. for the Sonic thing, this would make 2on2s impossible I think. I'm not sure if we want to waive this :0
Well, traditional fighting games dont include 2on2s :laugh:
 

NAMQ_DrunkeNFeasT

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sorry for double post >.< I wanted this here not onn my last post

another thing about the game physics, will this use the physics of Street Fighter, or tradicional Fightings?

cause in street fighter, if you jump up, you just go up, can't press forward and go forward or back to go backwards (you only get momentum if you jump Forward or backwards)

this means, only getting momentum while the beggining of the jump animation, no stopping velocity and no getting more momentum while holding the direction you are going

if this is for tradicional fighters, then if you take enfasis on marvel vs capcom then you can jump and get proper mometum depending on yours Joystick inputs (I'm not a mvc pro or anything I just play it for fun)

but yes, if we aim for something like SF we then need to adjust this to the whole cast
 

NAMQ_DrunkeNFeasT

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Maybe hacks could make 999HP possible, I dunno.
as hacking is going this can be done, but since Smash series don't have official Stamina Tourneys or anything related, they didn't get into this


Yeah, maybe you could search and test some gravity & hitstun codes, idk where to find them tbh, I only know they do exist and a long time ago I found one with variables iirc.
tadah ;) >----> http://www.smashboards.com/showthread.php?t=204677

that is the competitive code agenda, and explains almost everything ;)

Well, OK, but I think it would be some sort of confusing when some characters have 0 Air-Specials and other have 4 of them.
Ryu in SF, cannot use he's >v>-P in the air and the v>-P either, but he can use he's v<
-K in air and ground

Akuma in the other hand can do the v>-P in the air, but is different and he get momentum on some games while doing it

also, Sagat, all he's specials are ground version no aerial ones, so he can only do specials while on grand and as for smash this will force the character to use A move which will always be useable

OK I know how this can be done via PSA, but Idk the reason why we shouldnt let it like it is? (As long as we cant find the Sonic Homing thing, because if we found that, this would make sense)
without sonic's thing, this will not be enjoyed as a Classic Fighter Game

Btw. for the Sonic thing, this would make 2on2s impossible I think. I'm not sure if we want to waive this :0
Well, traditional fighting games dont include 2on2s :laugh:
Mugen hold 2v2 and as a tradicional fighter ^^, has no friendly fire on it, in mugen 2v2 are rediculous :D

and actually fun too ^^ but, there can be 1 vs 2 but the Stamina for the teams will be halved

also, in mugen if you are vs 2, you will not look to one opponent, it will look the nearest one

only sonic's Homming attack properties will make this project go to it's true Classic Fighter version of smash

-----------------------------------------------------------------------------------------------------

I love this thread... I hope this go "Win" :)
 

xDD-Master

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sorry for double post >.< I wanted this here not onn my last post

another thing about the game physics, will this use the physics of Street Fighter, or tradicional Fightings?

cause in street fighter, if you jump up, you just go up, can't press forward and go forward or back to go backwards (you only get momentum if you jump Forward or backwards)

this means, only getting momentum while the beggining of the jump animation, no stopping velocity and no getting more momentum while holding the direction you are going

if this is for tradicional fighters, then if you take enfasis on marvel vs capcom then you can jump and get proper mometum depending on yours Joystick inputs (I'm not a mvc pro or anything I just play it for fun)

but yes, if we aim for something like SF we then need to adjust this to the whole cast
I dunno, that what more people want :)

I would be happy with both, but as the name says, I mostly focus on making it an "SF-Copy" with Brawl Characters, so yeah, we would need to completely put the Air Velocity and Movement to 0 for all characters, or at least a very small number, so that you can only affect it a bit.

Btw. I got Bridge of Eldin, here my Report:
No Bugs, no Problems... well, there is a problem :(
So, the Guy still comes in and drops the bomb, it also explodes (Damage and stuff), this would be no problem tbh, BUT then there is an invisible ground where normally the hole is!
I think my method got at an end here, would need help from now on.
As said I can upload my FD edit if you need it :)

Big Blue just deleted the BG and was very strange...

Edit: OK I now know why the other stages wont work xP
Well If it only would be possible to add new "null"s in BrawlWall... (Or adding new "@random"s -.-) because then I think I could do every stage :p


as hacking is going this can be done, but since Smash series don't have official Stamina Tourneys or anything related, they didn't get into this
Sry but I'm not sure if I understood it right. You say, hacking would make 999HP possible, but because there was no need until now, nobody did this ?


tadah ;) >----> http://www.smashboards.com/showthread.php?t=204677

that is the competitive code agenda, and explains almost everything ;)
I will look another time at this, for now I'm mostly interested in stages.




Ryu in SF, cannot use he's >v>-P in the air and the v>-P either, but he can use he's v<
-K in air and ground

Akuma in the other hand can do the v>-P in the air, but is different and he get momentum on some games while doing it

also, Sagat, all he's specials are ground version no aerial ones, so he can only do specials while on grand and as for smash this will force the character to use A move which will always be useable
Well OK. I'll see if other persons comment on this.



without sonic's thing, this will not be enjoyed as a Classic Fighter Game
That would be sad, where is Eldiran or some of the other great PSA hackers ._.



Mugen hold 2v2 and as a tradicional fighter ^^, has no friendly fire on it, in mugen 2v2 are rediculous :D

and actually fun too ^^ but, there can be 1 vs 2 but the Stamina for the teams will be halved

also, in mugen if you are vs 2, you will not look to one opponent, it will look the nearest one

only sonic's Homming attack properties will make this project go to it's true Classic Fighter version of smash
OK, we'll see, I just hope the game doesnt crash xP


I love this thread... I hope this go "Win" :)
Thx, me too :)


Edit:

LOL I think ICs are totally broken in HP-Mode on a stage with no death zones, you cant gimp Nana, so its like having 600HP and they have Infinites on the whole cast lol... just something I recognized while playing a bit HP-Brawl on my FD...
 

NAMQ_DrunkeNFeasT

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Nana's has HP too XD, and if you make this working, then it will be no problem, infinite chain grabs won't happen if we eddit the throw data on them so it will be impossible for then to regrab after one of em Throws the opponent

so, yeah, IC's will not be broken ;)

modding the game fine and the characters aswell will bring no infinites to the Whole True Game
 

xDD-Master

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Yeah, when it's finally done, the ICs wont be broken anymore ^^

I hope that more people will help this project to have sucess, because my hacking skilsl arent enough :S
 

CloneHat

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I like this idea.

A universal ugrav increase would be in order, as well as extreme air momentum coupled with fairly low air maneuverability.
 

Dark_Ermac

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I support this thread!

I remember simulating traditional fighters by making box stages with stamina, high gravity, and lightning mode on. It got pretty intense, but was hard to combo in and easy to spam to victory.
 

xDD-Master

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SMALL SUCCESS !

I've found A PART of what does Sonics Homing Missile aim the next target !!!



If you delete this line, he will always spin to his front !!!


But there is a problem, in my testings I realized, that Sonic doesnt face his oppenant in the Homing Missile when the oppenant is behind him. He will only aim him, but when he lands he will again face the oppenant with his back! (So he doesnt turn himself...).

For now, I have no clue how to go on with this small discovery :S
 

ThatGuyYouMightKnow

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Well actually, what I was trying to do is base Brawl off of a traditional fighter, then add its own kind of difference like the Vs games and other fighters, no Brawl physics or mechanics at all, if possible.
 

Mic_128

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No Death Zones: All stages do have no death zonesanymore, they are all like Boxes, idk for now about the high, platforms, specific stage effects and stuff

Could cheat and use Shadow moses (make the edges incinvicle) and stage builder stages.
 

Kei_Takaro

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Oh yeah, how 'bout keep the Smash Moves, except that they have added physics,GFX and such, and will be inputed like [V / V+> / >] + [A]

esp. [V / V+> / >] + [V / V+> / >] + [A] = Final Smash

Except we don't have a special bar T_T

EDIT: No double jumps
 

CloneHat

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One more thing I'd like to say, traditional fighters don't have a hitstun formula, the hitstun for each move is hard-coded in. Is this possible to do with PSA?
 

xDD-Master

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Or, you could give stages we already have boundaries on the left and right side, and also, use SSE stages.
View adventure stage 4420002a.pac in dantarions BrawllWall and you will see how there are invincible walls left, right and ceiling :p

I used this MiscData[2] and replaced FDs by it. It worked ^_^!

As I said I could upload it. But other stages are more problematic :S


Well actually, what I was trying to do is base Brawl off of a traditional fighter, then add its own kind of difference like the Vs games and other fighters, no Brawl physics or mechanics at all, if possible.
I'm already messing around with Hitstun and Gravity, it actually feels really cool.


Here are the codes:

Hitstun 4.0: [Phantom Wings]
42000000 80000000
80000000 80623320
80000001 00000000
60000006 00000000
60000003 00000001
4A001000 00000000
4A101001 00000000
32000000 0000001C
36000000 00000032
58010000 00000004
DE000000 80008180
58010000 00000060
DE000000 80008180
92210002 00000070
58010000 0000007C
34000038 00000042
36000038 00000049
4A001002 00000000
58010000 00000024
58010000 0000000C
1400001C 00000088
14000018 00000088
E2000002 00000000
80100001 00000008
62000000 00000001
E200000F 00000000
80000001 00000000
80100000 00000244
62000000 00000000
E0000000 80008000
045A9300 XXXXXXXX
C276CCD4 00000002
C022FFE0 EF7C0072
60000000 00000000
~ 3ECCCCCD <-- brawl default (floating point # = 0.4)
+ 05% = 3EE66666
+ 10% = 3F000000 <-- what most have been testing (0.5)
+ 15% = 3F0CCCCD
+ 20% = 3F19999A
+ 25% = 3F266666
+ 30% = 3F333333
http://babbage.cs.qc.edu/IEEE-754/Decimal.html

Upwards Gravity Modifier: [paprika_killer original, Almas port NTSC-U]
04641520 XXXXXXXX
Some Floating Points for Testing
1.05: 3F866666
1.10: 3F8CCCCD
1.15: 3F933333
1.20: 3F99999A
1.25: 3FA00000
1.30: 3FA66666
1.35: 3FACCCCD
http://babbage.cs.qc.edu/IEEE-754/Decimal.html

Downwards Gravity Modifier: [paprika_killer original, Almas port NTSC-U]
04641524 XXXXXXXX
Some Floating Points for Testing
1.05: 3F866666
1.10: 3F8CCCCD
1.15: 3F933333
1.20: 3F99999A
1.25: 3FA00000
1.30: 3FA66666
1.35: 3FACCCCD
http://babbage.cs.qc.edu/IEEE-754/Decimal.html



I used this for my first testings:
Hitstun = 1.0
Downward Gravity = 2.0

Upward Gravity has no usage.


If you find a better setting let me know :)


Here is my FD:
http://www.npshare.de/files/ae858773/STGFINAL.pac
Maybe someone can make the camera more fitting to street fighter games :0



Btw. we may need to re-do all up-throw because a let of them allow re-grabbing, I have no human here to test how much this can be DIed...


EDIT: No double jumps
v
For example in normal Fighting Games everyone only has 1 Jump IIRC. So everyone would only have 1 Jump, except some multi-jumpers: Kirby, DDD, MK, Jiggs and maybe Pit & charizard.
But you are right, nearly everyones Up-B would need to be changed, maybe also some side-bs (Not sure).
:p

Oh yeah, how 'bout keep the Smash Moves, except that they have added physics,GFX and such, and will be inputed like [V / V+> / >] + [A]

esp. [V / V+> / >] + [V / V+> / >] + [A] = Final Smash

Except we don't have a special bar T_T
I already thought about Final Smashes, maybe it's just a strong move, which can only be done 1 time per match, for example by pressing taunt button.

The special bar would be cooler anyway, maybe this is somehow codeable :S

Special Button Strings are possible via PSA to my knowledge, but I could be wrong + I dont know how :S

This would add a lot of depth to the game :0


One more thing I'd like to say, traditional fighters don't have a hitstun formula, the hitstun for each move is hard-coded in. Is this possible to do with PSA?
Not to my knowledge :S
 
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