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COMPETITIVE Brawl+: Code Agenda

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Momentum Capture [Phantom wings, spunit262]
048668AC 60000000
C28669D8 00000008
807D007C 80630038
2C03000F 41820030
2C03000B 40A20024
C0020008 C04283D8
FC011040 40A00008
FC000050 C03B0018
FC210032 D03B0008
60000000 00000000
045A9328 3F4CCCCD

Retention value is hilighted, value currently in is 80%

All these problems should be fixed.
Sooooo that's the momentum code without the specials and ledge goofyness that happened? And it's expected effect all characters. Must try it out...
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
edit: Well, Spunit has just made me gay for him.

I will now full hop off the edge of FD with Sonic simply to pleasure myself (lol).

Okay...I'll do that tomorrow. It's ****in' 2:00 in the morning and I have Calculus tomorrow :urg:
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
holy ****, i was about to go to bed. now i need to read first impressions and try it out in the morning. Spunit, you are a magician.
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky
ugh.... i feel the same way. i have to get up super early for work. But i have to try it.... first impressions soon.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
Momentum Capture [Phantom wings, spunit262]
048668AC 60000000
C28669D8 00000008
807D007C 80630038
2C03000F 41820030
2C03000B 40A20024
C0020008 C04283D8
FC011040 40A00008
FC000050 C03B0018
FC210032 D03B0008
60000000 00000000
045A9328 3F4CCCCD

Retention value is hilighted, value currently in is 80%

All these problems should be fixed.
OMG this is so exciting! Thank you so much! I'm so glad you were able to, with PW, fix this code! Too bad I can't test it now... ;(

Wow Spunit... thanks so much!
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
I mean when you're not moving. Just standing still, you get momentum from when you were last moving.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
^^Can that be fixed by just putting some kind of frame limit? Like "take momentum from 1 frame ago" or something (obviously, standing still would have zero momentum). Then dash jumps would still work since 1 frame ago you were moving at dash speed.

Just throwing something out there, since I have no clue how your code works.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
I was testing the Melee momentum jumps, and I come back to this. Nice.

Hopefully you can get it fixed, though.
 

Kix

Smash Journeyman
Joined
Oct 14, 2007
Messages
352
Am I misunderstanding that this is 500 lines instead of 256 or does no one care?
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Alright, just for kicks, I tested the code, and spunit's right. You will jump in a direction if you simply stand still.

Also, you still retain momentum when running off edges.
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
Ok from my small testing it seems to be affecting all the characters, but as stated walk off ledges are still there. We can open up a debate topic or do it here sometime tomorrow about what we want to do with the walkoff edges, but it 2:45 and I got class at 9:30 it's bedtime. Great work so far on the code PW and Spunit, we really really appreciate all the hardwork you guys have done.

EDIT: Yes kupo, as far as I can tell everyone has 80% momentum. It feels like a little too much for Sonic (as in not helpful too much) but I'm not a main there.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Walk-off edges should be gone. They hinder more than they help.

Also, one other thing that has not been discussed at length is, well, the length to which the momentum is carried. In Melee, the momentum was carried, but you eventually slowed down to your normal "max" air speed. In Brawl+, this does not happen. You just keep going at the same speed indefinitely.

Do we wanna "fix" this, and make it more like Melee? Or would it feel better to just allow you to keep going forward nonstop?
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
Walk-off edges should be gone. They hinder more than they help.
I agree entirely. I don't think this is worthy of a "debate" don't most people agree that this takes away more than it adds? I'd rather hug the edge, not fly off of it.

I agree

YES
YES
YES
hahaha!

EDIT: Spunit, would it be easy to fix the standing momentum? Oh, and any ideas for resolving the walk-off momentum?
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I agree entirely. I don't think this is worthy of a "debate" don't most people agree that this takes away more than it adds? I'd rather hug the edge, not fly off of it.



hahaha!

EDIT: Spunit, would it be easy to fix the standing momentum? Oh, and any ideas for resolving the walk-off momentum?
Im sure hes working on it since he brought up the bug
It does great things for the on the stage platform game.
Epic lulz
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
I fixed it but then unwittingly readded it because you momentum got cut off on the down swing of your fall, and the ids for that and walking-off a ledge are the same.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
It does great things for the on the stage platform game.
It hurts the edge game, and this presents a greater negaive than positive. One can't attack an enemy below the edge without flying off with momentum, which sucks. In addition, because of this, characters can no longer "hug" the edge... which is a huge downfall. I don't think it really adds much to even the platform game.

I'd only be for walk-off momentum if it was controllable. If there was a button input while you're running off the edge that facilitates the momentum, than sure. In general, however, a regular walk(run)-off should not affect ones momentum.

EDIT:
I fixed it but then unwittingly readded it because you momentum got cut off on the down swing of your fall, and the ids for that and walking-off a ledge are the same.
Hmm I'm kind of confused. Are you saying that the momentum id is the same when you walk-off as jumping? If that's the case, is there a way to code it to recognize the jump button input, so that the momentum only works after a jump? However, this could make more problems, as a second jump should not give you magic momentum. uggh, forget what I'm saying, I have no idea what I'm talking about; I don't know a thing about coding.

lol
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
I fixed it but then unwittingly readded it because you momentum got cut off on the down swing of your fall, and the ids for that and walking-off a ledge are the same.
Wait, so the momentum eventually stops once you begin falling? Like in Melee? Or am I understanding you incorrectly?
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Hmm I'm kind of confused. Are you saying that the momentum id is the same when you walk-off as jumping? If that's the case, is there a way to code it to recognize the jump button input, so that the momentum only works after a jump? However, this could make more problems, as a second jump should not give you magic momentum. uggh, forget what I'm saying, I have no idea what I'm talking about; I don't know a thing about coding.

lol
I mean the action id.
Code:
00E Fall 1
Wait, so the momentum eventually stops once you begin falling? Like in Melee? Or am I understanding you incorrectly?
No, because I fixed that, but the fix readded walk-off momentum.
 

cAm8ooo

Smash Lord
Joined
Dec 22, 2005
Messages
1,059
Location
Kentucky
Hmm I'm kind of confused. Are you saying that the momentum id is the same when you walk-off as jumping? If that's the case, is there a way to code it to recognize the jump button input, so that the momentum only works after a jump? However, this could make more problems, as a second jump should not give you magic momentum. uggh, forget what I'm saying, I have no idea what I'm talking about; I don't know a thing about coding.
I think he means when he takes it off so that there is no momentum when walking off ledges it also cut off all momentum on the down swing of your jump because its the same ID. For example, run with CF and do a knee, when you start coming down it cuts off all momentum and you just fall straight down maybe??? Hmmm.. i really have no idea honestly.

is readded, re-did? Or am i just an idiot and dont know what that word means?
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Can we try out that "fixed" code, spunit? I'm curious.

And by "fixed", I mean the one that took off the walk-off momentum and removes momentum on the down swing.
 

kupo15

Smash Hero
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Messages
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Playing Melee
I think he means when he takes it off so that there is no momentum when walking off ledges it also cut off all momentum on the down swing of your jump because its the same ID. For example, run with CF and do a knee, when you start coming down it cuts off all momentum and you just fall straight down maybe??? Hmmm.. i really have no idea honestly.

is readded, re-did? Or am i just an idiot and dont know what that word means?
I think its re added it?

I think he was explaining that you lose your momentum with the fixed walk offs is similar to hitstun where you fly away so fast then it wears off and you go to another set air speed when the action Id changes.

But it should be possible to only apply the momentum in 1 frame and have it continue because when you jump, the game applies a one time force then gravity slows you down so it must be possible to keep your momentum when the momentum is applied at one moment in time then quickly turned off.

Spunit, since it works off of action this is what the game reads when you go through a normal jump, right?

00A Start Jump
00B Jump
00E Fall 1

So can you apply the momentum to this only:
00A Start Jump

and have the code stop working when you get to this
00B Jump?

Won't this fix the walk off ledges and the b special moves like robs side b (it shouldn't go all the way across FD).

If you apply the momentum to 00A Start Jump then there should be no momentum for
00E Fall 1 (walk offs)
XXX Special moves

Would this work?
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
What I am interested in is whether or not we plan to make the momentum code act like it did in Melee (you gradually lost momentum until you reached your normal "max" speed), or like it does now, minus the walk-off ledges (you just keep going indefinitely). I wanna know if spunit managed to do that with the version of the code that fixes the ledges.
 
Joined
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Messages
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Oklahoma City
Wait, are you guys sure he didn't just mean "re-added"? As in: he fixed it , but added it again due to the IDs being the same?

I dunno. Maybe I just misunderstood. xD
 

Revven

FrankerZ
Joined
Apr 27, 2006
Messages
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Cleveland, Ohio
Am I misunderstanding that this is 500 lines instead of 256 or does no one care?
It's just saying that it accepts more than one .gct so you can choose which codes you want on. 256 lines is STILL the limit but, it allows you to select from more than one .gct as far as which codes you want on/off.

Wait for Gecko OS 2.0 THEN we'll have the space. And, even if that DID work, it's buggy as all sin.
 

Blank Mauser

Smash Champion
Joined
Jul 16, 2008
Messages
2,904
Location
Iowa
What was wrong with 100% Air Momentum? I thought the problem was that they accelerated as you went on. I also felt some characters hardly benefited even with 100% momentum so would we ever think about raising it for them? I don't know, I didn't think any characters had too much momentum.

Anyways, great job on the air momentum code. Looking forward to testing it.
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
Wait, are you guys sure he didn't just mean "re-added"? As in: he fixed it , but added it again due to the IDs being the same?

I dunno. Maybe I just misunderstood. xD
No, I think you're right. When he fixed it so that your momentum didn't slow on the downward slope of your jump it reinstated the walk-off momentum after he had already dealt with removing it.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
Can we try out that "fixed" code, spunit? I'm curious.

And by "fixed", I mean the one that took off the walk-off momentum and removes momentum on the down swing.
I'd also like to actually see how that behaved. I'm guessing it was an awkward cutoff, otherwise he probably would have posted it in the first place. Spunit, care to indulge us?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Does anyone have frame data on ZSS' neutral B & downsmash? I'm interested in looking into cutting off the ending lag a bit so she regains frame advantage if the hit connects.
 
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