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C2766C20 0000000ACouple of things:
I am going to add "faster starts to jumps" to the list. I'm thinking halving all opening jumps would be a good start
What does everyone think about double speed all throw animations? They are incredibly slow I think.
Also, can I just stack codes on top of each other so I don't have so many codes in my list?
halving all opening jumps is very intriguing. that code mixed with a horizontal aerial momentum code would eliminate the need for upwards gravity me thinks.Couple of things:
I am going to add "faster starts to jumps" to the list. I'm thinking halving all opening jumps would be a good start
What does everyone think about double speed all throw animations? They are incredibly slow I think.
Also, can I just stack codes on top of each other so I don't have so many codes in my list?
We shouldn't double the roll speed, instead we should simply increase it by the amount we increased the dash speed. I do think certain characters might need a roll buff, like Samus.that and a double roll speed code would be nice too considering we increased dash speed.
Atm I dont think that all attacks should be faster, just the throws.Seriously, if only the character speed code worked without glitches, we wouldn't have to request codes for all these things separately. We'd only have to mess with short hops, and that would probably do it.
Is that shorter than the separated version? I was thinking about my standard ones that won't change such as no tripping and inf replay and no decay ect. I have them as three different codes. Can I just stack them in one code thing?C2766C20 0000000A
807D007C 80630038
2C030018 40A2000C
C022FFEC FC000072
2C030075 40A2000C
C022FFF0 FC000072
2C03000A 40A2000C
C022FFF4 2C03003C
40A2000C C022FFF8
FC000072 FC000072
D01F0010 00000000
065A9300 0000001C
SHORTHOP DASHDASH
FASTFALL 40000000
40A00000 40000000
40000000 00000000
Try that.
^that works too. hahaWe shouldn't double the roll speed, instead we should simply increase it by the amount we increased the dash speed. I do think certain characters might need a roll buff, like Samus.
that doubles starting jump speed and throws, and like I said earlier it's not practical to split up a C2 code.Atm I dont think that all attacks should be faster, just the throws.
Is that shorter than the separated version? I was thinking about my standard ones that won't change such as no tripping and inf replay and no decay ect. I have them as three different codes. Can I just stack them in one code thing?
WTF did I do to my code set? When I grab the ledge as like CF I instantly fly off to my death and after I do an aerial and hold a direction, I slide after the lag is done!! O.Othat doubles starting jump speed and throws, and like I said earlier it's not practical to split up a C2 code.
Yes. everything just gets lumped together in the gct anyway.
I remember you project. I haven't seen your avatar for a while.I got B+ working just moments ago. I messed with B+K(upo) for a good while, I'm not moving onto B+M(ookie).
Comparison feedback in just a little while from myself. Gotta catch up with the game in order to give my piece, so excuse my being slow.
Everything I'm about to say is with playtesting done with no upwards grav and .9 SH.Luigi/Marth/Wolf/Ganon/DK/ness - 1: They need this set to 1 to get out certain moves like marth's double fair.
yea there is something weird with that code. The sliding, the getting sucked off the stage in a sec from the ledge. Marth actually twitches. I don't know if it affects the throws at all also. It also seems to affect auto l canceling by cutting it in half twice lol. It does appear to make getting off the ground faster which is good.C2766C20 0000000A
807D007C 80630038
2C030018 40A2000C
C022FFEC FC000072
2C030075 40A2000C
C022FFF0 FC000072
2C03000A 40A2000C
C022FFF4 2C03003C
40A2000C C022FFF8
FC000072 FC000072
D01F0010 00000000
065A9300 0000001C
SHORTHOP DASHDASH
FASTFALL 40000000
40A00000 40000000
40000000 00000000
Try that.
Yeah, on top of life getting in the way, the whole hitstun argument that broke out made me get sick of people not knowing what they were talking about. I was tired of people being unable to agree on something to test something and them pretty much going "We're gonna do it my way or this game will suck for everyone because I know what I'm talking about more than the rest of you."I remember you project. I haven't seen your avatar for a while.
Why don't you play it yourself? You can have all the videos you want lol. Just wonderingthe lack of freshly produced visual content is, how should i say it, quite disturbing and troubling
i has no wii....Why don't you play it yourself? You can have all the videos you want lol. Just wondering![]()
aw thats a shame. Hopefully you can get one soon or have a friend cousin ect..i has no wii....
Is it not possible to separate these codes? I hate the Merger and I'd like smaller things to work with. :\
if not that's ok
Correct me if I am wrong but I suspect that soon enough all the codes will be converted to ASM which means that the merger code will be no longer. If this is the case, is there really a point in spending the time updating the merger code anymore? There are only a couple of codes left to be converted into ASM from the merger code anyway. I know I don't have a problem with lines atm without the merger.wait a tick....
do any of the codes spunit posted include the triple jump fix and dash canceling?
EDIT: nvm.... new merger code this weekend. lol
What do you mean? Explain in detail if you please.Everything that has been reduced is standalone.
I'm not too peeved about conversions to ASM code, because character balance can be done using the basis of PWs code. It's still a powerful tool to use.
I thought it was something like that but wasn't sure. Thanks for the explaination almas.Errr...
The codes that PW originally wrote altered the game through very roundabout means, tweaking values to make the game behave as wanted. Spunit did some poking around and found the exact code in the game governing these effects, so was able to create an extremely optimised solution. The length of PWs codes was largely 1) setting up the loop (which the merger removed) and 2) finding the correct value in memory to be changed. It can sort of be viewed like this - PW was changing the data the game stores, while instead spunit modifies the data while the game is looking at it. The exception is the hitstun code, which was found as part of a work of pure genious - spunit found the exact place where all the information about hitstun is stored. How he pulled it off is beyond me.
The body of the code, however, is still useful, as it loops through every player. It also shows me how to access the regions in memory which control character information. For example, I can use it to create a code which changes player Xs shorthop to a fixed value if I really wanted to. This also means it can be used to modify specific moves - the hassle is finding exactly where those moves are stored, though.
Fun fact: The launch power for ROB's shorthop is stored as '1' in memory.
I think instead of lowering hitstun too much we should be nerfing these silly moves instead. Increase the knockback on Fox's Utilt just like with Sheik's Ftilt.Prime example being Fox's u-tilt. I wouldn't complain too much if I couldn't trap every single character in it.
I was unsure whether or not we could do that. I was just gonna suggest that we increase knockback all together, but that's actually a better idea. I didn't really want to reduce hitstun too much myself, but I've been absent for a long time so I have no room to really say what should and shouldn't be since I'm still familiarizing myself with the stuff. All I'm here for really is to make suggestions.I think instead of lowering hitstun too much we should be nerfing these silly moves instead. Increase the knockback on Fox's Utilt just like with Sheik's Ftilt.
There's no such thing as hitstun less than Brawls. Even if you put the code at 0, the hitstun would still be more than vBrawl (assuming the short hitstun code still removes actions at the low level).Instead of giving characters only one airdodge, why not reduce the timeframe of invincibility during the airdodge animation, or double the length of airdodges? I also don't think there's such a thing as lowering hitstun too much especially if it means preventing a move nerf, unless you make hitstun less than Brawl hitstun.
Pretty sure that was me n_n;, but I was talking with 1.1 upwards gravity, pretty much all characters do great with .9 SH and 1.1 upgrav. without upwards gravity, Samus and ZSS's SHs were too high, as well as others, and everyone's jumps were still floaty on the way up.Whoever said that .9 shorthops should be the norm with a couple character tweaks (Mookie?), I wholeheartedly agree. Samus and Zamus could use an even larger reduction though. For most of the cast I think .9 is perfect.
The community is making this game. Not Sakurai. So don't worry about any character's shortcoming cuz they'll be tweakedi know u prob have already heard this, but if ur going to nerf sheiks ftilt, then at least make her fair decent again, cause sheik is rubbish enough as it is, even with tilt lock (which only works on a few chars anyway)... yeahh thats about it