Dan_X
Smash Lord
I'll likely take a stab at this tomorrow. I have some ideas
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I just don't want MK or any character to fly through the air as fast as their run speed the WHOLE time! This is the image I get when ppl say they want a hack so that you keep your running momentum. And Falco and CF were the exceptions. I know it wasn't that noticable with Marth. So I have no clue about how this will work or what happens now. Do you keep your run momentum then air resistance kicks in to slow you down?You're mistaken about this.
In Melee, characters always retained the speed from their dash when they first jumped. However, it worked in Melee so that you had a certain amount of aerial resistance, which very soon slowed you down to your usual maximum horizontal aerial speed. This effect is very visible with Melee Link or Falco while SHFFLing: you can see them take off with the same momentum but then quickly decelerate. With Captain Falcon, though, for example, he had very low resistance and so wasn't slowed down significantly, which was why he could cover such huge horizontal distances even in short hops. Notice that Melee Fox, who runs almost as fast, cannot jump nearly as far as Captain Falcon, due to his high aerial resistance.
You're forgetting that making characters take off with their running momentum doesn't magically remove their maximum horizontal air velocity. If MK's dash was faster than his max airspeed then he would either:
a) If Brawl worked like Melee where there is a certain level of aerial resistance, MK would quickly decelerate to his usual maximum airspeed.
b) If Brawl arbitrarily limits your speed (as I think it does, the physics system being so generally awful) then MK would simply take off at maximum aerial velocity, being prevented from going any faster.
I hold that maximum horizontal airspeeds should be increased, and that you should retain the momentum from your dash. Jigglypuff (who, I think moves faster in the air than while dashing) would soon accelerate to maximum aerial speed (so (s)he wouldn't be nerfed as has been suggested), and everyone would feel much smoother to control. Brawl+ characters still feel unnacceptably stiff and awkward in the air without this hack.
I really don't think FF before the apex is necessary either. If you look at 64, the short hops were big but the FF was really fast. I just finished playing 4 hours of 64Well if that's how it worked then alright, just GET ER DUN. And I don't think fast fall before jump apex (pretty sure it was always like this anyways for every Smash game?) is necessary, just make short hops shorter and you won't need it.
Can you post this code? I believe there are three related codes flying around here.OH! Kupo, you should replace the gravity modifiers for the new one that allows you to modify upwards/downwards gravity with the appropriate values to plug in for testing. Also, make a note that they can just use downward gravity, they wouldn't need both lines (just the one for downward gravity).
Honestly, modifying upwards/downwards gravity code > Gravity modifier. So, edit yer post(s).
Can you post this code? I believe there are three related codes flying around here.
Upwards/Downwards Gravity Modifier (paprika_killer original, Almas port NTSC-U)
04641520 XXXXXXXX
04641524 YYYYYYYY
XXXX upwards, YYYYY downwards. You don't need both, you can use each one separately, it'll just mean the other won will be the default gravity.
[url=http://babbage.cs.qc.edu/IEEE-754/Decimal.html]Use to calculate floating points[/url]
[u]Some Floating Points for Testing[/u]
1.05: 3F866666
1.10: 3F8CCCCD
1.15: 3F933333
1.25: 3FA00000
1.30: 3FA66666
1.35: 3FACCCCD
Test with either upwards or downwards, but, you mostly want downwards because that is fallspeed and thus, does not nerf recoveries or jumps.
Just don't use the first line and that's your default. Just put in the second line alone, that's all you need.It says error I need to put something at the xxxx what is the number for brawls default for x
so dont put in anything for x just leave it beJust don't use the first line and that's your default. Just put in the second line alone, that's all you need.
No. Delete it all. Just useso dont put in anything for x just leave it be
04641520 XXXXXXXX
04641524 3F900000
this what im using should i delete x or just export it (brings up the error message)
Upward gravity nerfs jumps and upBs, so we're leaving that alone no matter what. Downward gravity affects not only falling after your jump force has been extinguished, but it also nerfs vertical knockback - the game still considers you "falling" even if you're hit upward.So this code only effects fall speed and nothing else? It won't nerf vertical KOs/ recovers, and jump height?
So isn't this just a regular gravity code then if it nerfs vertical KOs? Is it worth nerfing vertical KO?Upward gravity nerfs jumps and upBs, so we're leaving that alone no matter what. Downward gravity affects not only falling after your jump force has been extinguished, but it also nerfs vertical knockback - the game still considers you "falling" even if you're hit upward.
no. As he said it doesnt effect jump height or upbs. wich to me the huge deal breaking problem with the regular gravity codes. The vertical KO nerfing is really not that big a deal. It was alittle imba to begin with and i think its just perfect now, but of couse this is all just my opinion i dont know what everyone eles thinks, though i do know that no one has complaind about this code yet... that i know ofSo isn't this just a regular gravity code then if it nerfs vertical KOs? Is it worth nerfing vertical KO?
so far the only character that is nerf that i can think of is yoshi because of melee air dodge codeNot to be rude... But all you people trying to recreate Brawl like Melee... Will you be satisfied if you get it exactly like melee? Or will it still "suck" or whatever due to the nerfing of the characters from the last game?
I stopped reading there.Not to be rude... But all you people trying to recreate Brawl like Melee...
How do I find this "podcast" you speak of?Also, EVERYBODY LISTEN TO THE SBR PODCAST, IT'S ABOUT BRAWL+! It just started nao!
Thanks man! I'm listening...
No, we're making Brawl into something actually enjoyable to play.Not to be rude... But all you people trying to recreate Brawl like Melee... Will you be satisfied if you get it exactly like melee? Or will it still "suck" or whatever due to the nerfing of the characters from the last game?
Stale Move values (spunit)
06FC0988 00000028
3D4CCCCD 3DCCCCCD
3DB851EC 3DA3D70A
3D8F5C29 3D75C28F
3D4CCCCD 3D23D70A
3CF5C28F 3CA3D70A
The first value is .05 which is added when the move is fresh, the other 9 are the values for the queue (.1,.09,.08,...).
No Stale Moves
02FC0988 00130000
This writes a bunch of 0s setting all ten values to 0.0 (floating point zero = 00000000)
what does 1.05 upward do? Give you more of a jump-- lessening the grav? I just added the downward code to my SD card.. and will test it asap.I'd go with 1.25% down right now, and maybe a upward of 1.05 if you like it.
Omg Kupo, too good. I don't even know what to do with this one...New code by spunit woot!
Ask himmmm how to use it!!!!! D:I really don't know what to do lol. Im going to try that one line code first
Guess you'll have to wait for the download then to hear the first hour and a half of it. It was UBER good though, I enjoyed it, there were a few errors here and there though... (like, Gecko OS VS. Ocarina, they didn't really name the BIG differences like SD Card usage and the date fixedness).I am but I missed like the most of it since its my 21st b day I did hear them say that MAD will turn ppl off to brawl+ though :D
You mean have the damage decay but not the knockback? Maybe.I am but I missed like the most of it since its my 21st b day I did hear them say that MAD will turn ppl off to brawl+ though :D
One thing I noticed about the decay, the damage does not decay :\
Spunit, can you keep the damage decay but remove the move decay if that makes sense? lol The only penalty you should get from stale is the damage decay.
Thanks for your help spunit! XD
And those other codes, Do I just use that one liner instead?
Yea i cant wait for the linkGuess you'll have to wait for the download then to hear the first hour and a half of it. It was UBER good though, I enjoyed it, there were a few errors here and there though... (like, Gecko OS VS. Ocarina, they didn't really name the BIG differences like SD Card usage and the date fixedness).
Yes. We want to keep the damage decay but not the kb. Brawl added this special stale move system that we want removed.You mean have the damage decay but not the knockback? Maybe.