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COMPETITIVE Brawl+: Code Agenda

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
No, it doesn't. Run it individually. Some people are doing it now on the IRC, should be results in a couple of minutes.

EDIT: Functional, as reported by MuBa and GameSystem. You're awesome, spunit.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
We use the shorter version - it multiplies the speed of the ledge grab animation by the highlighted float.

The longer version, I believe, makes it possible to cancel the ledge grab animation with certain button inputs.
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
7,550
Location
Cleveland, Ohio
kupo15, when you get the chance, could you update your code set with the new 2 line hitstun code? I'm going to need it for tomorrow to showcase Brawl+ to some people so, I wantz the latest shiz.

kthxbai.
 

poklin

Smash Apprentice
Joined
Jun 16, 2006
Messages
133
Location
MI
so should i delete the 9 line hitstun code i have and put 00000000 for hitstun in the merger constant?
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Don't use the merger code with it. It is standalone, just put in whatever the value is for .49 or whatever in place of 3ECCCCCD.
But what do we put where hitstun constant used to be on the merger code if we still want Dash speed fast fall and whatever the last one was?
 
D

Deleted member

Guest
how does that code work? I mean the original hitstun actually fixed the way it behaved, not just the duration
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
But what do we put where hitstun constant used to be on the merger code if we still want Dash speed fast fall and whatever the last one was?
Ignore it.

how does that code work? I mean the original hitstun actually fixed the way it behaved, not just the duration
I set two constant that were 0000001A and 0000000E to 00010001. They were used for timers, I think the way it works is that as soon as one of 3 timers (thous 2 and the stun time) hit 0 you can air dodge, etc.

I think I should look around there for the Power Shield window.

Edit: found it.
Power Shield window [spunit262]
04B88F20 0000000X
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
God****, spunit, you rock.

So, can we get a merger code that excludes hitstun?
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Aerial Lag Reduction/Legless Ledges [Phantom Wings, spunit262]
C2766C20 00000006
807D007C 80630038
2C030018 40A2000C
C022FFEC FC000072
2C030075 40A2000C
C022FFF0 FC000072
D01F0010 00000000


hort Hop Height/Dash Speed/Fastfall Speed Multiplier [Almas]
C285765C 00000007
2C002F20 4082000C
C002FFE0 EC200072
2C002F00 4082000C
C01EFFE4 EC200072
2C002F5C 4082000C
C01EFFE8 EC200072
4E800020 00000000

Hitstun/Shorthop Height/Dash Speed/Fastfall Speed/Aerial Lag Reduction/Lagless Ledges constants
065A9300 00000010
SHORTHOP DASHDASH
FASTFALL 40000000
40A00000 00000000
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Now spunit, that's just cheating.

I'll rejig all the codes at the weekend. (The lagless constant is 40A, the Aerial Lag Reduction one is 400)
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
So how the ballz did we manage to get the hitstun code down from 33 lines to 2? That's just re-gaw****-diculous O.o

It's lookin like we'll have quite a bit of space for other things...

I'm bout to test it though.
 

MookieRah

Kinda Sorta OK at Smash
Joined
Mar 7, 2004
Messages
5,384
Location
Umeå, Sweden
I like how the "extreme" set still doesn't toss decay. :-P.

But yeah, Spunit shaving tons of lines of code is amazing. How much would all that save when merged? Another 50 lines?
 

InterimOfZeal

Smash Champion
Joined
Apr 7, 2005
Messages
2,932
Location
Aurora, Colorado
So, what's the point in .6 hitlag? Doesn't that reduce combo potential pretty terribly? I understand that it makes things like wiffed moves easier to punish, but srsly, what's the point in it?
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Maybe a few less than yet, but it's still certainly amazing. Frees up space for move modification.

Hitlag is the game momentarily 'freezing' after you land a hit. Changing it affects DI, but apart from that it is purely aesthetic. Nothing to do with combos.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
BTW were there still supposed to be problems with the 1 line buffer code? Because it seems to be working for me. Right now I'm using it at 3 and it seems legit. It's kinda hard to confirm, but at 10 buffer you can do a CF shorthop instant dair, and buffer a jab as soon as you land and it will come out. At 3 you cannot buffer the jab, but you can still instant aerial the dair, which leads me to believe its working at 3. I set it to 0 and it behaves like 0.

Of course, if it's been working all along, then disregard this. I just remember there being problems (haven't played B+ in a while so I'm a bit out of the loop).
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
4,478
Location
Carlisle, PA
Any way to make these work?:

Fix C stick so it doesn’t affect DI? (No fast fall with down airs)

Easier to DI out of rapid jabs? (Walls make it very hard to get out)
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Is there any reason NOT to use hitlag? Like are there any bad side effects to it that we were trying to remove when the code was first made? What does the game play like with no hitlag? What did Melee have? Sorry for all the questions, its just that I am in the process of making my own code set that isn't based off of anyone else s, and I need to become educated on the subjects that I would normally leave to kupo or mookie.
 

InterimOfZeal

Smash Champion
Joined
Apr 7, 2005
Messages
2,932
Location
Aurora, Colorado
Then is it the decreased buffer that makes it harder to do kirby's fthrow uair, or Sonic's dthrow>techchase crap? I'm just a little confused, because some of the stuff like springing into uair seems to take more time now. I'm using whatever codeset kupo posted last.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
While in hitlag, if you input a directional command (or cstick direction) you move a small amount in that direction. This is SDI. It had more use in Melee (because you could SDI into a wall and tech off it), but it's still a fundamental technique.

On the last frame of hitlag, if you input a direction, the components perpendicular to your normal trajectory will be added to it - meaning you can be sent off at a vastly different angle. This is DI, and is essential to competitive play.

It's easy to confuse DI and basic aerial movement at low levels of play, but once you start nailing DI, it becomes fairly obvious (when you DI fully charged donkey punches into the corner of the screen and survive at 100% - nothing feels better).
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
Thanks, now I'll know what to keep in mind while trying to find a value I like.

Edit: Are X=2 Y=1 and X=1 Y=2 different from each other?
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Thanks, now I'll know what to keep in mind while trying to find a value I like.
Don't forget that hitlag slows down the gameplay quite a bit. So lower hitlag makes for a faster paced match.

On another note, I think it was said before, but .2 for the shield damage mod is too low, as a Shield Breaker leaves virtually no shield left. I'm going to try .25

On another-nother note, why do I keep causing a new page with my posts lol
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
Don't forget that hitlag slows down the gameplay quite a bit. So lower hitlag makes for a faster paced match.

On another note, I think it was said before, but .2 for the shield damage mod is too low, as a Shield Breaker leaves virtually no shield left. I'm going to try .25

On another-nother note, why do I keep causing a new page with my posts lol
You're not causing a new page for me ;) 20 posts per page

Anyway, I don't think shield damage needs to be tweaked at all. With shieldstun and the PS fix, shields are far from broken now.
 
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