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COMPETITIVE Brawl+: Code Agenda

Phantom1987

Smash Apprentice
Joined
Jul 29, 2008
Messages
95
hey, I have a problem with the momentum code... It seems I cant jump neutrally, not even while I'm just standing. the momentum push me aside even when it is not suppose to appear. it continues pushing me right when I jump neutrally... Can someone tell me what is the problem?? I used exactly the same code in the front page (80%) and I added it to the "Brawl Plussery" code set. I've also added a modification in the hit stunt (7%)...
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
I have already documented these problems a few pages back. There is no solution currently. Just don't use the momentum code for now.

kupo, would you kindly move the momentum code to the beta section and list the current bugs in the description? Thank you.
 

SketchHurricane

Smash Ace
Joined
Mar 21, 2008
Messages
669
Location
Winter Park, FL
@Almas
Just tried that buffer code, and it seemed to work. No freezes on transformations (Sheik/Zelda and Samus/ZSS) as far as I could tell, but I didn't play full matches (quit halfway through).

On another note, I finally tried the momentum and friction codes. Sonic is ridiculous fun! Do you guys think he should be able to traverse FD in one jump? I will say that it feels really good to jump like that with Sonic :p

The friction code most definitely needs to be character specific.

Dacus is effected: at .1, Snake goes a little less than Link would have, and Link's is basically crap. Sonic's running uSmash doesn't arc like it used to but instead goes straight up (good or bad?).

Glide toss is effected: at .1, ZSS goes about half way from what she would normally do, but I guess the true character to look at would be Diddy. Needless to say, he should be untouched by this code.
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
I knew it wouldn't crash, Sketch. I was wondering if it still fulfilled it's function of altering buffering after a transformation. I don't see why it shouldn't, but I'm not certain.
 

CyberGlitch

Smash Journeyman
Joined
Nov 13, 2005
Messages
450
Location
Wisconsin
It's the same as the 23 line buffer code, just with a few lines trimmed off. It should have the same problems with 3 and 4 frames.
 

osh77

Smash Cadet
Joined
Jan 12, 2009
Messages
41
Location
Elysburg PA
Not to sound like a ******* but we need that standstill glitch fixed on the momentum code. After experiencing sonic and luigi with some true air momentum its hard to go back, but I can definately live without flying to death after I do a neutral jump.

Thank god PW and Sputnik are like the chucknorris and jesus of hacking brawl.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Not to sound like a ******* but we need that standstill glitch fixed on the momentum code. After experiencing sonic and luigi with some true air momentum its hard to go back, but I can definately live without flying to death after I do a neutral jump.

Thank god PW and Sputnik are like the chucknorris and jesus of hacking brawl.
Just use the 1 liner code for now. Hopefully its fixed soon
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I want to say that I tried spunits momentum code and used a float value of 4 to get a LOT of momentum and actually got hardly any. In fact, I went basically nowhere when I jumped but the specials and the walk offs seemed to be the same as the 1 liner code. This leads me to believe that they are not connected at all and its a wrong line somewhere that enabled specials and walkoffs.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Momentum Capture try2 [Phantom wings, spunit262]
C28669D8 00000006
807D007C 80630038
2C03000B 40A2001C
807D0018 C023000C
C0430018 FC211028
C0020008 FC210032
D03B0008 00000000
045A9328 40000000

I took the momentum from a different place but they don't exactly use the same scale so you'll need to use a large multiplier.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Also, when you run then skid then jump, you go flying when you shouldn't. And kirby gets way more momentum than he should. Maybe you should use the momentum from the first place spunit? Can you also explain the results of my test how I used a high float value before and only the momentum from the jump was affected and not the walk offs or the specials?
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Falco gets WAAAAAAY too much distance.

I noticed that all aerials immediately interrupt your momentum, but specials don't. Your momentum is also immediately interrupted once you exit your jump animation. Try to do it with Sonic to see this clearly. As soon as he stops his jump animation, which is him spinning, and goes into his fall animation, the momentum all but stops.

At least the walk-off edges and mometum affecting specials are gone.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
how does jump force work? Can you emulate that with this code or does the momentum force need to be constantly applied? I don't think it needs to be constantly applied.

I also got some weird footstool stuff. I pressed back and went forward and vise versa.

Also, if you get pushed back by being close to someone, you get momentum when you jump
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Oh yeah, for some reason, if you try to jump or sh backwards, it feels like there's some kind of force pushing you the other way. I can barely get any backwards distance.

And if you dash, then try to jump backwards, you'll still jump forward, but doing your backward jump animation. The momentum carries over to the backwards jump, it seems.
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
Falco gets WAAAAAAY too much distance.

I noticed that all aerials immediately interrupt your momentum, but specials don't. Your momentum is also immediately interrupted once you exit your jump animation. Try to do it with Sonic to see this clearly. As soon as he stops his jump animation, which is him spinning, and goes into his fall animation, the momentum all but stops.

At least the walk-off edges and mometum affecting specials are gone.
I think we're on the right track with this now we just need to find a way to get it to slow down more gradually.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I think we're on the right track with this now we just need to find a way to get it to slow down more gradually.
Not only that, it just acts really quirky. You get momentum where you shouldn't be getting any. There has to be someway to build off of pws momentum code to disable walk offs/specials and make it modifiable. The way he applied momentum to the jumps in the last version was perfect

The results from my test that show that spunits momentum modifier doesn't affect walk offs or special momentum is very interesting

EDIT: Woah interesting. I popped melee back in and it appears as though you lose all momentum when you fall just like what this newer code does. It looks very similar to this code except I think the amount of momentum transfer makes it really stick out. So I think if we can get rid of the momentum canceling via moves, gather momentum the way spunits first did, we should be much closer

Your almost there Spunit!!
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Yeah, but Melee's momentum was lost much more gradually. The way spunit's code currently works, you lose it quite abruptly.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
no you lose your momentum abruptly in melee but you didn't realize it because of two things:

1. The momentum was proportional to your character unlike how the code works now
2. No one ever really got to that point when you slowed down. They usually landed

I have melee in right now, you lose ALL momentum as soon as you enter Fall 1 just like how this code works. Falcon in melee stops dead like he does with this code. The only thing that "might" be different is that you resume at your max air speed in melee and you may not in brawl which might be another code. But in any case, momentum is gone when you enter Fall 1
 

Shadic

Alakadoof?
Joined
Dec 18, 2003
Messages
5,695
Location
Olympia, WA
NNID
Shadoof
On the topic of momentum, I remember the original code made Falcon's D-throw to Knee absurdly difficult... Is it still the case with the newer momentum codes? I've not bothered trying them, I'll wait until we get something final.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
On the topic of momentum, I remember the original code made Falcon's D-throw to Knee absurdly difficult... Is it still the case with the newer momentum codes? I've not bothered trying them, I'll wait until we get something final.
Well the newer one is a little buggy on how it gathers the momentum so yes its still hard. If he can change his first code with how the game applies the momentum, I think it will be finished. (granted the specials arent affected)

The way the newest code applies momentum is perfect. Momentum shuts off when you enter Fall 1.

So my assessment. Spunits beta 1 code gathers momentum correctly, beta 2 applies it correctly (except for how attacks cut off momentum) Now it needs to be combined
 

Dan_X

Smash Lord
Joined
Mar 14, 2008
Messages
1,335
Location
Boston, MA
no you lose your momentum abruptly in melee but you didn't realize it because of two things:

1. The momentum was proportional to your character unlike how the code works now
2. No one ever really got to that point when you slowed down. They usually landed

I have melee in right now, you lose ALL momentum as soon as you enter Fall 1 just like how this code works. Falcon in melee stops dead like he does with this code. The only thing that "might" be different is that you resume at your max air speed in melee and you may not in brawl which might be another code. But in any case, momentum is gone when you enter Fall 1
Interesting Kupo, thanks for clarifying things! ;)

On the topic of momentum, I remember the original code made Falcon's D-throw to Knee absurdly difficult... Is it still the case with the newer momentum codes? I've not bothered trying them, I'll wait until we get something final.
I'm with you, I'm just waiting for the finished code to come out before I hop on board. I did play with the first version of the code for a bit. I found Falcon awesome, yet at the same time I had a really difficult time landing the Knee. This was more or less because I didn't know how to utilize momentum yet, so perhaps it really wasn't that bad. In the end, I think it'd be far better with momentum, it'll just take some getting use2.

EDIT:
So my assessment. Spunits beta 1 code gathers momentum correctly, beta 2 applies it correctly. Now it needs to be combined
Hopefully it's that easy! :) I can't wait for momentum code. I just want the walk-off momentum to be gone.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Momentum Capture [Phantom wings, spunit262]
048668AC 60000000
C28669D8 00000007
807D007C 80630038
2C03000B 40A20024
C0020008 C04283D8
FC011040 41820014
40A00008 FC000050
C03B0018 FC210032
D03B0008 00000000
045A9328 3F4CCCCD
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Momentum Capture [Phantom wings, spunit262]
048668AC 60000000
C28669D8 00000008
807D007C 80630038
2C030033 4182000C
2C03000B 40A20024
C0020008 C04283D8
FC011040 41820014
40A00008 FC000050
C03B0018 FC210032
D03B0008 00000000
045A9328 3F4CCCCD
 

Trillion

Smash Ace
Joined
Jul 6, 2007
Messages
609
Location
St. Louis, Missouri
I was wondering if anyone had considered stage hacks? There was a lot of stuff that I wanted to know about. Unfortunately, I know very little about the details of hacking anything at all in brawl and so I apologize in advance if the questions I present in this post are incredibly stupid.

Could there be a hack made to effect certain stages? If so, I was wondering if these things could be effected:

- Can stages that move such as Delphino, Halberd, Port Town, Castle Siege, Pokemon Stadium 1 and 2, Pictochat, Summit be set to not move so that you could play on a certain part that you like? Can they be set to move more often. Or can they be set to move more rapidly or slowly between places?
- Can the "support ghost" on Yoshi island be set to always be up on both sides or on one side or to never appear? And can the shyguys be turned off?
- Green Greens: can the falling boxes be turned off? or turned to all bombs? or to no bombs?
- Can King Bulbin be turned off on Bridge of Eldin? or can his bombs be disabled?
- Cant the tilting of the stage on Lylat be turned off?
- Can the pices of sky world be set so that they never break?
- Can the statues of Castle Siege part 2 be set so that they are already destroyed?
- Can the platform on Smashville be set to a single position that doesn't move? As well as can the game be tricked into thinking that every night is saturday night for KK without having to always wait until that time or without setting the clock on your wii to say so?
- Can an effect that happens on Wario Ware be turned off, like the super shroom or the star or the recovery and can the shift to the minigames be forced to never happen or happen more rapidly?
- Can the pillars on shadow moses island be set to always down or to unbreakable?
-Can the Ultimate Chimera on New Pork City be set to always on or can multiple be set to exist at the same time and can they be sped up or slowed down?
- Can the fish on the summit be turned off?
- Can Norfair's lava be turned off? Can more "safety rooms" be created then one every time the lava wave comes? Can the rising lava or lava wave or shots of flames from the back ground be caused to happen more often?
- Can Halberd's cannon, laser cannon, and arm be set to off?
- Can the race cars on mario circuit be set to off or can there be more?
- Can Frigate be set to never turn upside down or to turn more often?
- Can the Bulbmin on Distant planet be set to never leave and/or always have his mouth open? Can the rain be turned off or set to always?
- Can mushroomy kingdom be set to scroll faster or slower or not at all? Also, can you make it so that you can select for Mushroomy Kingdom 2 to appear when you want or always or never?
- Can the monsters on Mario Bros. be turned off or can more be turned on and can their movement speed be changed?
- Can the check point on Green Hill Zone be turned off or always on or to not move or to have multiple at once? As well as can the breaking pieces of the stage be set to always be gone or never break?
- Can Luigi's Mansion be set to always broken or never able to be broken or certain pieces broken?
- Can the pokemon effects on spear pillar be turned off? Or can they be set to happen more rarely or more often? Can a certain pokemon be forced to appear or never appear? Can multiple pokemon appear instead of just the one?
- There are of course more stages and I could go on more, but I don't feel like typing the rest and I think you get the point.

Custom Stages
- Can new custom pieces be created? Such as icy floors or pools of water for swimming?
- Can backgrounds from other stages be hacked into use for custom stages?
- Can shy guys, kart racers, or other obstacles be hacked so that they can be active on other stages or custom stages?
- For both custom stages and regular ones, can you make it so that we can chose to listen to our own music such as how some wii games allow you to listen to songs saved on your sd card?
- Can certain pieces of existing stages be hacked together? Can I have a stage that is half final destination and half pokemon stadium? (This one is very unlikely I guess and I guess thats what the stage creator is for anyway)
- Can pieces of stages be removed? Hyrule Temple had to be banned in melee since people could run away indefinetley and its still a problem in brawl. Can any pieces be removed to eliminate this problem?


Thanks, for reading through this rather lengthy post and thanks in advance for any answers you give me.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
sorry spunit, all air moves still cancel all momentum. I should be able to do a flying falcon punch across the stage but I can't atm
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Ok, I booted up Melee again, and I noticed something interesting.

It's true that once you begin your falling animation, you rapidly decelerate into your normal momentum. However, performing an aerial just prior to that moment seems to extend your momentum for a little bit longer, and thus makes you go a little farther. Try doing a full dash jump with Falcon, then try it again, but right before entering the falling animation, perform the knee. You'll land a bit farther than usual.
 

Shell

Flute-Fox Only
Joined
Feb 7, 2007
Messages
2,042
I was wondering if anyone had considered stage hacks? There was a lot of stuff that I wanted to know about. Unfortunately, I know very little about the details of hacking anything at all in brawl and so I apologize in advance if the questions I present in this post are incredibly stupid.

....

Thanks, for reading through this rather lengthy post and thanks in advance for any answers you give me.
The short answer is that most of those codes would be more trouble to code than they're probably worth, so you will likely have trouble getting a coder to take any of those on. Currently, the best we can offer is a very nice code which freezes a stage's hazards but keeps the background animation playing. Check out the code agenda for more details.

@spunit, kupo: Good luck guys, I need to sleep. It looks really promising.
 
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