D
Deleted member
Guest
4 (message too short >_>)
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
No you were quite angry and pushy and trolly sounding. Between the two threads you saying "So whats the plan" several times over and the way you worded everything sounded like you were all up in our faces like your some tough guy who knows everything. Oh and why don't you explain to me how one can exploit hitstun to combo things that were not intended because zxeon has not answered this.I wasn't angry I was simply inquiring. I want to no what else is being done is all? I mean all the talk about what is an exploit and what isn't. I was just pointing out that the argument is hypocritical. Most combos and advanced moves in all 3 games are not intended. I'm not patrolling different threads trying to start things up if that's what you think?
Once again I am confused by what exactly the patch will allow us to do. Will it give us 255 patches that can be overwritten plus the temp 256 lines we have now? So that means the codes folder can possible have up to 256 code files with 256 lines in each one thus giving us 256^2 lines of code that is completely modifiable?Here
Also, I don't know HOW possible it is to apply the codes to a new CD. I don't even think it's possible but, just FYI, Gecko OS 2.0 will allow us to patch a lot of lines to unused memory in Brawl (255 patches), it's just as temporary as a .gct (in fact, it is its own file, a .gpf) so, we'll have plenty of space in that regard.
There's also the problem for those of us who lack computers that can burn DVDs. D:
Red is SHWell, I can't get it to work with the 1 liner. If others have had luck then that would be a surprise. Which code is DCing in? I don't see a standalone or Dash Cancel in the title of any codes. Is it in a merger but unlabeled? I'm not directly using your codeset, just copying some since it had the older and not glitchy spunit mergers. As for the ALR...
That's the constants code from your codeset, isn't the part I highlighted for ARL? Shouldn't it be 40000000 (float value for 2) instead of 4F000000 (what value is this?)?Code:Spunit Constants for Merger(Dash Spd 1.17/Fast Fall 1/15/IJump 1.15/Throw Spd 1.25 + ALR, Ledge grab) 5 Lines * 065A9300 00000020 * [COLOR=yellow][COLOR=red]3F800000 [/COLOR][/COLOR][COLOR=darkorange]3F947AE1[/COLOR] * [COLOR=lime]3F933333[/COLOR] [COLOR=yellow]4F000000[/COLOR] * [COLOR=plum]40800000[/COLOR] [COLOR=blue]3FC00000[/COLOR] * [COLOR=darkred]3F800000[/COLOR] BF266666 Dash Spd 1.16 Fast Fall 1.15 Jump 1.5 Throw Spd 1 ALR Ledge grab
And while we're on that note, for the lagless ledges, what value does 40800000 repressent?
So it follows the same format as the most recent constant hack as I figured. If it's working for you then I guess it's okay for now. I remember when I was using the newest glitchy merger code and copied the constant code from Mookie's set which also had 4F000000 I was getting almost no landing lag at all.Red is SH
orange is DD
green is FF
Yellow could be alr but my game is showing float 2???
Pink is lagless
Blue is jump speed
Dark red is throw speed
It is possible that this version is old enough where the ALR doesnt work
Sonic triple jump? Where?-Sonic's triple jump glitch
-No release grab glitch on ness/lucas/wario
Always give back second jump while in a grab. Shorten Ness/lucas grab release animation
Well, spunits merger has two parts and I believe the part you don't touch has the DC. I'm pretty sure I had it when I was playing last nightSo it follows the same format as the most recent constant hack as I figured. If it's working for you then I guess it's okay for now. I remember when I was using the newest glitchy merger code and copied the constant code from Mookie's set which also had 4F000000 I was getting almost no landing lag at all.
So what about dash cancel, do you have it merged into one of your codes but not labeled or should I just use the long original code for now?
The "air tripping"Sonic triple jump? Where?
The grab release is not a glitch. Its a result of ness and Lucas having 40 frames of wait after a ground release.
Essentially, patching the game would give us limitless lines to work with.Once again I am confused by what exactly the patch will allow us to do. Will it give us 255 patches that can be overwritten plus the temp 256 lines we have now? So that means the codes folder can possible have up to 256 code files with 256 lines in each one thus giving us 256^2 lines of code that is completely modifiable?
I tried your codeset, it does have dash cancel. I tried copying all the Spunit merger codes and constants (using my own preferred values for short hop/dashspeed/fastfall) and I get this weird skid animation that lasts longer than a normal dash stopping skid instead of the crouch. I'm gonna mess around with it a bit more, try to find out whats wrong.Well, spunits merger has two parts and I believe the part you don't touch has the DC. I'm pretty sure I had it when I was playing last night
Who be you talking to? Typically, when someone says something like this, they explain things. Could you?I don't think you fully understand.
is it where your character freezes in the first frame of your skid animation but keeps on moving eventualy allowing you to get out of it? if so, i had the same problem earlier so i started fidling around with my codes. i forget exactly what fixed it but im pretty sure 1 of the merger codes or constants were messing it up. turning off 1 of those should workI tried your codeset, it does have dash cancel. I tried copying all the Spunit merger codes and constants (using my own preferred values for short hop/dashspeed/fastfall) and I get this weird skid animation that lasts longer than a normal dash stopping skid instead of the crouch. I'm gonna mess around with it a bit more, try to find out whats wrong.
Yeah I think that's that problem. I'll fiddle with the codes later, hopefully get it fixed.is it where your character freezes in the first frame of your skid animation but keeps on moving eventualy allowing you to get out of it? if so, i had the same problem earlier so i started fidling around with my codes. i forget exactly what fixed it but im pretty sure 1 of the merger codes or constants were messing it up. turning off 1 of those should work
I have this also. I forgot to remove the throw and jump speed i think..is it where your character freezes in the first frame of your skid animation but keeps on moving eventualy allowing you to get out of it? if so, i had the same problem earlier so i started fidling around with my codes. i forget exactly what fixed it but im pretty sure 1 of the merger codes or constants were messing it up. turning off 1 of those should work
Just use kupo's file, it's really the easiest way.OMG, after a week and a half without power i finally get it back![]()
Now, to find out what the heck is going on with all these new codes.
Not to sound ignorant, but what can we use this for if all our values will just get overwritten?Each patch can be infinitely long in length, I believe. And the limit is 256 patches. One .gpf contains information about all the patches, though.
Bearing in mind that the patch file is applied at game initialization though, means that anything written during the game will overwrite our values. For example, the Up/Down gravity code is overwritten at the start of every match. The WiiRD code functions because it overwrites it, too, but the patch file wouldn't be able to do that.
I honestly have the same question.Not to sound ignorant, but what can we use this for if all our values will just get overwritten?
Actually I may understand what the point is now. I think that the codes like ALR, no ASL, and the P Trainer codes aren't over writing anything they are just added. Those could be put in the patch areaI honestly have the same question.
I don't even come close to understanding the whole coding patch thing anyways.
Maybe I'm not getting all of your idea but that sounds like it would chase away quite a few people if they had to crack open their wiis to be able to accept burned discs. Granted I"m not up to date on the mod scene but last I recall a person would need to buy a $40-$50 chip and be willing to soilder the board. Considering we had a huge arguement about MAD chassing away potential players, having to go through all that seems over kill.Essentially, patching the game would give us limitless lines to work with.
Example:
We agree on a set of codes for competitive B+. Someone makes a patch that makes said codes permanently part of the Brawl iso. So say we have 94 lines of code that are being used. We burn those 94 lines into an iso, and are no longer forced to use them every time we boot up Brawl. More or less, we hardcode (I think this is the term?) them, and it allows us to delete them from the .gct file to make more room for modding the game.
The problem with relying on Gecko to give us more lines is that ultimately, we're still limited, and not everyone has a gecko usb. Things be pricey. D:
So what we'd essentially be doing is creating an update that people could apply to vB, and then we would continue to release smaller updates via .gct. Make sense?
I assume you mean the gravity/launch power mods?The codes are complete and are being rigorously tested to find a suitable set of starting values before their first release.
I don't think you can do that. AFAIK, the simplest way to go about this is to get another SD card, one for Brawl+, and another for the infinite replay code only.Say I want to alternate between playing Brawl+ and normal Brawl but with the codec for unlimited replays on.
Is there a way I can alternate playing without having to add/remove files from my SD card? As if, can I put both the GCT files on the card and choose which one I want to be on when Brawl boots via the Homebrew channel?
Exactly which codes now? I'm also willing to help you test them and make sure they are working as intended. Thanks for all the hard work you have done for this project Almas! You're the best.The codes are complete and are being rigorously tested to find a suitable set of starting values before their first release.
This is what I do:Say I want to alternate between playing Brawl+ and normal Brawl but with the codec for unlimited replays on.
Is there a way I can alternate playing without having to add/remove files from my SD card? As if, can I put both the GCT files on the card and choose which one I want to be on when Brawl boots via the Homebrew channel?
tripping adds an element to the game and should remainExactly which codes now? I'm also willing to help you test them and make sure they are working as intended. Thanks for all the hard work you have done for this project Almas! You're the best.
Sleazoid, try and find the Ocarina Code Manager. You can edit your codesets as you see fit. For example if you have some people that don't like B+ cause of the changes at least you can agree to allow no tripping all the time.
Heck at that point you could get a homebrew app to run the game from a sufficiently large SD card. They make them big enough for that.You don't need to chip your Wii to run burned games. You can get a homebrew app that runs backup/burned games. Though it is greatly frowned upon.