SketchHurricane
Smash Ace
He does some weird low tier bull****, I CC it/use my broken ftilt hitbox to hit him out of it->grab.
/stock
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Hosted.
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He does some weird low tier bull****, I CC it/use my broken ftilt hitbox to hit him out of it->grab.
/stock
Hosted.
There's a 'rawcodes' folder where the B+ files are hosted that's not in use yet (I think it's going to have just a text file with all the codes unchecked and with no modifiers set). If you throw together a PAL rawcode text file, I can throw it up there and a lot more will see it.hey kupo, since people are asking for the PAL codes (finally :D), maybe you can enlarge the link to the PAL codes a bit so people don't just read past it. I'll make a full codeset later, so it can be added to the list as well
When did this happen? Marth vs Shiek is only slightly in Shiek's favor! CCing is certainly annoying, but all Marth has to do about this is hardcore camp with spaced fairs and d-tilts (even if Shiek crouch cancels, she doesn't have time to actually cover the distance and get that grab). You can also break the crouch cancel by using Dair.This way, crouch canceling allows sheik to completely shut down Marth's options, which is why it's such a **** matchup.
Nice a gloom! You guys are awesome for hosting a B+ tourney. Gl today, I'll checking in lolKupo is seriously too good.
A Gloom for your troublez.
There is a PAL setting somewhere...
That does bring up an interesting point Kupo, do we have a code setting for PAL that mimics yours?
http://www.usbgecko.com/codes/index.php?r=e&c=RSBP01
You can find the PAL codes here (codes for European version of Brawl). This same link can be found in the first post's Links section. Be sure to thank Paprika Killer, as can be seen on the page, he's been almost completely responsible for the European adaptation of Brawl+. Currently we don't provide a ready made codeset, though I think this is a great idea.
Also, Kupo, is there a reason why the Upwards/Downwards gravity modifiers are in the Misc. Section and not the Gravity/Jumps section? While I'm at it, I'd think it'd be much simpler if you split that code into two, one saying Upwards Gravity (1 line), the other Downwards. It'd need less explanation, and would make it easier for new individuals to turn on and off upwards gravity. With Almas's upcoming code, however, those two codes may not be needed anymore.
Wow, so many great ideas to tighten up the OP. Thanks for having my back on this!hey kupo, since people are asking for the PAL codes (finally :D), maybe you can enlarge the link to the PAL codes a bit so people don't just read past it. I'll make a full codeset later, so it can be added to the list as well
I was planning on making that all US codes but can you make two text files in the raw codes folder labeled USA and PAL? I was waiting for spunit to perfect his merger before putting it up but I guess I'll do it nowThere's a 'rawcodes' folder where the B+ files are hosted that's not in use yet (I think it's going to have just a text file with all the codes unchecked and with no modifiers set). If you throw together a PAL rawcode text file, I can throw it up there and a lot more will see it.
The buffer is a standalone and there is no stand alone ALR ASM code yet (hopefully one comes) so you need to use the big oneUmm...If I want to use the ALR and buffer mod codes without using one of the merger codes, what should I use (what are the shortest ones)?
Level freeze/reverse
No decay+fresh
02FC098A 00110000
Buffer
0485B784 3860XXXX
Spunits merger
C2766C24 0000000C
807F0030 809D007C
80840038 80BD0014
C0250040 A0050040
80DD0068 2C040018
40A20008 FC21002A
2C040074 40A20010
2C000000 40A20008
C022FFF0 2C040005
40A20018 C046003C
C062FFFC FC021840
41A10008 C022FFEC
D0250040 00000000
Spunits throw and jump speed
C2766C20 00000006
807D007C 80630038
2C03000A 40A2000C
C022FFF4 FC000072
2C03003C 40A2000C
C022FFF8 FC000072
D01F0010 00000000
Almas' SH DD FF
C285765C 00000007
2C002F20 4082000C
C002FFE0 EC200072
2C002F00 4082000C
C002FFE4 EC200072
2C002F5C 4082000C
C002FFE8 EC200072
4E800020 00000000
Spunits merger constant
065A9300 00000020
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX XXXXXXXX
XXXXXXXX BF266666
Inf stamina
04A8BDAC 60000000
No swap on death
C2816AF4 0000000A
3E408062 3A523320
3A60FFFF 3E730001
7E732038 1E730244
7E529A14 80120000
2C00001D 41800024
2C000022 4181001C
2C170115 41820014
38A5FFFF 2C050000
40800008 38A00002
7C0802A6 00000000
Shield damage
04B8847C 3E800000
Shield gain
04B88454 3D4CCCCD
Well the ones I posted arent really buggy and work just finesome of spunits codes are buggy (so I haven't ported them yet), and the no tripping and more can be found here:
http://wiird.l0nk.org/forum/index.php?topic=1814.0
almost every single code is on the first page, use ctrl+F to find them (yeah I'm lazy, but I need to have this testing done today)
If you're referring to the B+ turnnie someone started back in November, what does it matter what its called?We shouldn't be calling it a tournament until the game is done. Let's go with "Location Test" 'till it's actually done.
I get what he means. People are stupid, that's a fact. Someone might say 'Hey, B+ sucks cause there are too many dash attack combos BLAH BLAH BLAH' and dismiss the game. Even if you tell them they are working on a teching code. But if you call it a demo/play test they'll get excited at the progress that's been made and what's to come.We shouldn't be calling it a tournament until the game is done. Let's go with "Location Test" 'till it's actually done.
People are stupid, that's a fact.
We are smoothing it out to a point where we think it needs minimal, if any work. We want everyone else to play it to death and give feedback and in depth explanations about why X should be changed to Y and things like that.now how will this code be presented? Is it something where you guys already made the changes in the back room and you release it to us and we just plop it in with the changes you made then we give you feedback?
Got pictures?lol final codeset should include the ****ing awesome looking shields.
4A000000 80F595EC
140004FC FF000000
14000970 0000FF00
14000DE4 FFFF0000
14001258 00FF0000
60000004 00000001
5A010000 00000474
14000090 FFFFFFFF
140000A0 00000000
140000A8 00000000
62000000 00000001
E0000000 80008000
Ok, so you guys in the back room made the adjustments yourself and are presenting the beta one of these adjustments for us to test. As in, you are like Nintendo releasing a game and we are the beta testers. I like that. Now I don't have to guess which characters would be good with what or whatever and its easy.We are smoothing it out to a point where we think it needs minimal, if any work. We want everyone else to play it to death and give feedback and in depth explanations about why X should be changed to Y and things like that.
This will be a public beta test as this will be the first version released to the public. We expect people to play it and test it and give feedback.
This will also include an ENTIRE codeset. So this will also be the first official back room codeset as well.
Feedback will be encouraged.
Unfortunately move changes and things like that are still being worked on. This is just the games overall mechanics and character specific gravities and jumps and such
Officer in the military baby! Already there.I hope The Cape never pursues a career in management. I'd hate to have him as my boss.
I'm pretty good at management :bigthumbuI hope The Cape never pursues a career in management. I'd hate to have him as my boss.
kupo's/Mookie's.Who's codeset is the best now? :O Meaning which one is more favored?
Thanks I appreciate that! I can't wait until the selective short hop gravity thingy comes along. I hope it comes out tomorrow?Just to butt in, but having tried the three codesets on the front page, I am definitely in support of Kupo's. It still has a feeling similar to Brawl, yet combos real nice, but not easily; you still need much skill to get many of those awesome combos off, at this point the balance feels almost perfect. And after prolonged playing I also find it the most fun.
No we won't. At least that's what I'm led to believe by Almas' Beta list which is devoid of PK's gravity codes.Thanks I appreciate that! I can't wait until the selective short hop gravity thingy comes along. I hope it comes out tomorrow?
Btw, will we still use paprikas gravity mod when that code comes out?