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COMPETITIVE Brawl+: Code Agenda

D

Deleted member

Guest
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
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
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
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.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
This way, crouch canceling allows sheik to completely shut down Marth's options, which is why it's such a **** matchup.
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.

It's really not that OP in this matchup (I'm sure there are indeed some matchups that get wrecked by CC though).
 

kupo15

Smash Hero
Joined
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Playing Melee
Kupo is seriously too good.

:044: A Gloom for your troublez.
Nice a gloom! You guys are awesome for hosting a B+ tourney. Gl today, I'll checking in lol
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.
:laugh: That might be a sig quote right there.



Hosted.
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
Wow, so many great ideas to tighten up the OP. Thanks for having my back on this!
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.
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 now
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
Umm...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)?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
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Playing Melee
Umm...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)?
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 one

Paprika big enough? ^_^
 

kupo15

Smash Hero
Joined
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Messages
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Playing Melee
paprika, can you port the latest hitlag code?

C2771EAC 00000004
2C04000V 41800010
1C84000X 38840000
39C0000Y 7C8473D6
2C040000 00000000
C2876220 00000004
2C04000V 41800010
1C84000X 38840000
39C0000Y 7C8473D6
80660064 00000000

V is break
X is mult
Y is div
 
D

Deleted member

Guest
yay, that's what I'm talking about ^^
I'll port that one in a few minutes, wanna test some values now (don't worry it'll be there soon enough)
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
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Location
Playing Melee
ok and I want to ask just in case but are you planning on porting more codes because there is a lot of missing codes in my text file as I'm trying to make a ported version that I can't find on the site

Code:
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

In other news, there is a brawl+ tourney today http://www.smashboards.com/showthread.php?t=217889&page=25
 

V-K

Smash Ace
Joined
Jan 26, 2009
Messages
540
Location
Germany
Yeah would be cool if paprika killer or anyone makes a standard PAL codeset because I don´t really know how to set all the values right.
 

kupo15

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Playing Melee
I uploaded the raw file for USA. Paprika, can you do one for PAL? I await your code set so I can adjust it for mine
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
Are people competing in brackets for first place? If so, it's a tournament.
 

cobaltblue

Smash Journeyman
Joined
Nov 8, 2007
Messages
455
We shouldn't be calling it a tournament until the game is done. Let's go with "Location Test" 'till it's actually done.
If you're referring to the B+ turnnie someone started back in November, what does it matter what its called?
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
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.

Either way, this is a dumb argument. I want to discuss the gravity/FF codes. Should we talk about it here or at the forums Kupo?
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
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Location
Cleveland, Ohio
Are we planning of having individual fast fall codes for characters or are we gonna go with one generic setting? I haven't tried the newest codeset (last I played it was 1.25 down and 1.15 FF) and I found some of my off the stage tricks limited. I literally could not fast fall with any spacie, Falcon, Mario, Ganondorf, and a few others without fear of a SD.

I really liked the faster fast falls (say that 3 times fast) for characters like Samus and ZSS but it felt restricting on a few of my normal characters. As you can tell from my numerous posts, I like fighting off the stage. That was the best part of floaty vB.

I plan to test the newest set (1.15 down and 1.14 fast falls) tonight after dinner, but I wanted to see if anyone else felt that maybe the fast falls are just a little too high for any of the characters that aren't really floaty to begin with.
 

abcool

Smash Ace
Joined
Oct 6, 2007
Messages
871
Location
The Bahamas
Hey i wanna say something for all of you online users. Remember the settings on spunits old code, the one with the zelda freeze when she transforms, well in fact all hack constans, well when using those online i have discovered no matter how bad the lag, there is never is a desync. i have played alot of matches and no desync on my part. Try it and see. if anyone has a good connection and wants to jam online give me a holla i'll send u my codeset.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
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
* 3F800000 3F947AE1
* 3F91EB85 4F000000
* 40800000 3FC00000
* 3F800000 BF266666

Where is the line that controls fast fall in this code. I couldn't understand from the OP. I'm sorry they are just too much for me and I gotta change them
 

The Cape

Smash Master
Joined
May 16, 2004
Messages
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Carlisle, PA
These values are all being controlled individually by the code:

Short Hop
Full hop/ mid air jump
Up gravity (affects how fast and far you go up)
Down gravity (affects how fast you go down) Usually has floatiness involved
Fast Fall

Down to a few characters that are still an issue, once they are ironed out, the character specific gravities will be released for beta test.

*drools over Fox and Falco*
 

kupo15

Smash Hero
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Playing Melee
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?
 

The Cape

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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?
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
 

wazgood

Smash Ace
Joined
Jun 4, 2007
Messages
653
Location
at ur moms house lololololo
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
 

The Cape

Smash Master
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Messages
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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
Got pictures?

We need them to be like this:
1P: Meteor
2P: Globe
3P: Basketball
4P: Slime
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
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Playing Melee
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
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.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
I hope The Cape never pursues a career in management. I'd hate to have him as my boss.
 

Clever_Sleazoid

Smash Apprentice
Joined
Mar 9, 2008
Messages
188
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.
 

kupo15

Smash Hero
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Playing Melee
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.
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?
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
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Location
Indianapolis, Indiana
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?
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.
 
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