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COMPETITIVE Brawl+: Code Agenda

B.W.

Smash Champion
Joined
Apr 27, 2006
Messages
2,141
Location
Darien, IL
Momentum Modifier
048668AC 60000000
C28669D8 00000017
C04283D8 FC811040
418600A4 807D007C
A0830006 80630038
2C040003 4182000C
2C040004 40A20088
2C03000B 40A20078
3C008180 809D0008
8084FFFC 7C040000
4080000C 80840030
48000008 3880FFFF
3C004780 901B000C
C05B000C 38A2FE5E
8CC50002 88E50001
7CC60775 4180000C
7C062000 4082FFEC
B0FB000E C01B000C
FC001028 40A40008
FC000050 C05B0018
FC420032 FC011040
4C002182 40800008
FC201090 2C030022
40800008 D03B0008
60000000 00000000
C277F798 00000003
2C1C000A 40A00008
B39E0006 7C1C0000
60000000 00000000
-
More air control
04866A4C 60000000
-
Momentum Data
065a9180 0000001E
2F460971 14712260
19460546 1E461F46
0A432343 004D1633
13690660 0000FF40
19460546 1E461F46
0A432343 004D1633
13690660 0000FF40

When I use these three codes with the plusery set the it freezes while loading the codes. Any idea what the problem could be?

EDIT: Nevermind. Kupo probably solved my problem.
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
1,489
Location
NS, Canada
Now I understand what went wrong with the code...
Just so I know I am getting this right, is the specified value (in the example 1E) the number of bytes (in hex) that you have after that line, not including any null bytes?

So if for my character modifiers I had:

2F330939 06401846
16460E46 074C1D4C
1B531153 FF660000

The line above it would be:

065A9180 00000016

???
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
**** i didnt send you that file. The data is def wrong. It should be

065A9180 0000001E
2F460971 14712260
19460546 1E461F46
0A432343 004D1633
13690660 0000FF40
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
I'm still not following how you get 1E from 4 lines.

4 x 8 = 32 so.... what's happening?
 

matt4300

Smash Ace
Joined
Dec 23, 2007
Messages
821
Location
USA-AL
I've been following this conversation and still don't know wich version I should use... :/ Is the one in the op the newest? If not could one of you post the full 3 codes with all the right values? ^_^' thanks
 

Sanu

Smash Champion
Joined
Dec 22, 2005
Messages
2,179
Ok.. the general consensus is that the momentum is waaaaay to high, especially on Marth and Sonic. And after you do a forward running jump and use your second jump in the opposite direction, your momentum is maintained. Kinda lame, loool. Good **** though!!
 

B.W.

Smash Champion
Joined
Apr 27, 2006
Messages
2,141
Location
Darien, IL
Anyone using the More Air Control code. I suggest turning it off.

It makes momentum less controllable but also much less insane, and the backwards jumping is much much less ********.

EDIT: Lol, I said it makes it more controllable. Funny stuff. Fixed now.
 

ShortFuse

Smash Lord
Joined
May 23, 2007
Messages
1,523
Location
NJ/NYC
For the Momentum Code is the Floating point value of 65536.XX rounded or not rounded?

I'm going to try to add it to my Brawl+ Tweaker
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
Ok.. the general consensus is that the momentum is waaaaay to high, especially on Marth and Sonic. And after you do a forward running jump and use your second jump in the opposite direction, your momentum is maintained. Kinda lame, loool. Good **** though!!
What code are you using and what general consensus are you talking about?
 

BrutalBrutal

Smash Cadet
Joined
Nov 7, 2008
Messages
64
Location
Australia
Sanuzi said:
Ok.. the general consensus is that the momentum is waaaaay to high, especially on Marth and Sonic. And after you do a forward running jump and use your second jump in the opposite direction, your momentum is maintained. Kinda lame, loool. Good **** though!!
On Marth and Sonic, the momentum is way too high, but it's fine on most and PERFECT on Captain Falon; he moves a little slower than in Melee still, but he now feels similiar to the way he did back then. I find this code makes friction a necessity. Characters in Brawl have always felt too slidey and now with the aerial momentum code it's almost unbearable. I recommend a value of around 0.75
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
On Marth and Sonic, the momentum is way too high, but it's fine on most and PERFECT on Captain Falon; he moves a little slower than in Melee still, but he now feels similiar to the way he did back then. I find this code makes friction a necessity. Characters in Brawl have always felt too slidey and now with the aerial momentum code it's almost unbearable. I recommend a value of around 0.75
Marth feels alright to me Falcon is awesome. Captain Falcons sliding makes it almost impossible to SHFL Uairs. It's especially toublesome with him. Not many other characters have issues with sliding. FYI Falcon at .8 is Melee speed.
 

The Night Cat

Smash Cadet
Joined
Jul 21, 2008
Messages
28
Location
Australia
On Marth and Sonic, the momentum is way too high, but it's fine on most and PERFECT on Captain Falon; he moves a little slower than in Melee still, but he now feels similiar to the way he did back then. I find this code makes friction a necessity. Characters in Brawl have always felt too slidey and now with the aerial momentum code it's almost unbearable. I recommend a value of around 0.75
0.75 would mean that you are at over 1 for friction for 95% of the characters. It locks you still. You can't slide with any move, landing or dash.
 

Sanu

Smash Champion
Joined
Dec 22, 2005
Messages
2,179
What code are you using and what general consensus are you talking about?
Perhaps you should read the whole topic before posting XDD. I used Spudnit's codes at a huge smashfest with people such as...

RaynEX, Bam, Vwins, TheManaLord, Kage, Chesterr01, etc.

It was way too fast for some characters and perfect for others.
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
I personally really like the one on the OP. The characters who should jump fast do, and the rest gain just a little bit. The one thing is that I would include Squirtle and ZSS with the likes of C Falcon, or at least a little slower. Just my opinion though.
 

RyuReiatsu

Smash Journeyman
Joined
Jan 17, 2009
Messages
408
I'm kind of wondering, why are you basing yourself on Melee C.Falcon?
If it's like that, why not basing every characters that were better on their Melee persona?
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
It should be

065A9180 0000001E
2F460971 14712260
19460546 1E461F46
0A432343 004D1633
13690660 0000FF40
don't count the null bytes...

he has 2 '00' bytes, so you really only have 30 or 1E
Pretty sure... it's the 0000(s) after the FF## half-line.
I bolded all the "00" values. If those are the null bytes, then I count 3. So then shouldn't the total be 29 and not 30?

Or are only the "00" on the last half line (with the FF##) considered null bytes, then?
If the "00" on the second-to-last line isn't a null byte, then how do I know when a "00" is a null byte and when it isn't?


EDIT;
@ Sanuzi
A lot of those names are Montreal names... are you in Montreal? I never see you in the threads.
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
1,489
Location
NS, Canada
I found a bug with the momentum code

ganondorf's side-B retain momentum after you grab someone, meaning that when you dash>aerial side-B and grab someone, instead of slamming them straight downwards, you travel in an arc.

It looks hilarious when you aerial choke someone who is standing near the edge... you fly off the stage to your mutual deaths.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
I found a bug with the momentum code

ganondorf's side-B retain momentum after you grab someone, meaning that when you dash>aerial side-B and grab someone, instead of slamming them straight downwards, you travel in an arc.

It looks hilarious when you aerial choke someone who is standing near the edge... you fly off the stage to your mutual deaths.
This is known, and IMO it should stay like this. It adds depth to the murder choke, as you can now ganoncide both from off the stage and on the stage.
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Adapt, that was discovered when the code first came out. Many laughs were had then too.

We figured it would be gone when the code was made to no longer apply to Specials.

Looks like it's still happening even with momentum not applying to specials. Hmm...
 

trojanpooh

Smash Lord
Joined
Oct 23, 2007
Messages
1,183
This is known, and IMO it should stay like this. It adds depth to the murder choke, as you can now ganoncide both from off the stage and on the stage.
I'm going to try this when I go to my friends house. Who ever my target is won't know what hit them.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Adapt, that was discovered when the code first came out. Many laughs were had then too.

We figured it would be gone when the code was made to no longer apply to Specials.

Looks like it's still happening even with momentum not applying to specials. Hmm...
It only happens if you dash and then jump. If you do it out of a standing jump, you'll get the same distance as usual.
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
1,489
Location
NS, Canada
sorry, i didn't see it recently posted

I love the effect as well

and what is this talk about the momentum not applying to specials? Pick pit, dash>jump>shield, and see how much momentum you have. (Pit gets a really noticeable benefit from the momentum code)
 

Alopex

Smash Ace
Joined
Mar 24, 2008
Messages
909
Well, you're jumping. The code is already applying. I was referring to standing specials. ROB's standing SideB used to send him flying forwards. If it still does that, then the code hasn't been adjusted like we thought it had. If it only happens after a jump, then that's a separate mechanism that might need to be looked into.
However, I wasn't talking about specials stopping momentum, I was talking about standing specials not getting momentum, because they shouldn't in the vast majority of the cases. Pit's DownB shouldn't stop his momentum just because he used it in the air. But it also shouldn't increase his momentum either.
 

Adapt

Smash Lord
Joined
May 7, 2008
Messages
1,489
Location
NS, Canada
Oh ok, I understand what you are saying now.

Yeah the stuff I am talking about only happens after a jump. I think it's good to leave in though, but characters like Pit need to have it decreased compared to characters like Ganon and Ivysaur (who could really use the momentum)

What is everyone using for a standard value for most characters? I'm using 70, and then dropping the modifier for any characters who seem to gain too much benefit from the code.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
I just did some melee testing. You don't have any extra control with momentum. Slowing down falcon in melee feels like brawl so the air control code is not needed. The thing is we need to find the right momentum for everyone.

Woah!! I just discovered something! It would appear as though in melee, momentum is NOT based on how fast you are going! I just did a test with Mario on battle field. I positioned Mario at the right end of the left platform on the stage and did a standing jump and DIed right. Mario had no momentum and made it to the beginning of the right platform.

I then did a running jump at the same point and got momentum and went much further

The next thing I did was roll at the left edge and held right during the roll so I go the fastest possible walk. When I jumped at the same starting spot, I got the SAME momentum as a run and went the same distance. So I got full running momentum from a walk even though I was not at running speeds.

Next, I tried at half tilt and got no momentum while jumping.

This leads me to believe that momentum is based off of controller position. If your joystick is at least 3/4 full either left or right, you will get full momentum.

EDIT:
I just tried this with falcon and the results were not the same. This is strange.

It works with marth though, maybe it does have to do with character speed because falcon wobbles like his leg is injured at the fast walk but marth and mario dont
 

abcool

Smash Ace
Joined
Oct 6, 2007
Messages
871
Location
The Bahamas
kupo with the stage mod, will the death boundaries be pushed further out. one very serious question can i play someone who has a pal version of brawl+ online, if we using the same codes?
 

leafgreen386

Dirty camper
Joined
Mar 20, 2006
Messages
3,577
Location
Playing melee and smash ultimate
kupo with the stage mod, will the death boundaries be pushed further out. one very serious question can i play someone who has a pal version of brawl+ online, if we using the same codes?
Yes you can.

And the boundaries would very likely be pushed out, seeing as they are a part of the stage and all.

Speaking of this code, whatever happened to the glitchy character size mod? I know it had a few problems, but I don't see it in the OP and would like to try it out, and for whatever reason couldn't find it again by looking through the topic.
 
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