abcool
Smash Ace
yea kupo i wanna try out the character size mod for teams matches
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Size Modifier (P1)
4A000000 90180F20
140000D8 XXXXXXXX
E0000000 80008000
Size Modifier (P2)
4A000000 90180F7C
140000D8 XXXXXXXX
E0000000 80008000
Size Modifier (P3)
4A000000 90180FD8
140000D8 XXXXXXXX
E0000000 80008000
Size Modifier (P4)
4A000000 90181034
140000D8 XXXXXXXX
E0000000 80008000
Yes. It only makes sense to unify the Brawl+ effort... it's really not a problem. The Brawl plussery is the best set available anyway.Wait, Kupo, is it true you stopped working on your codeset?
Is the Brawlplussery one really taking over?
There's still some personal preference involved, and I liked kupo's best. But I will switch over and hopefully with further upgrades this "unified" one will start to meet my liking more and more.Yes. It only makes sense to unify the Brawl+ effort... it's really not a problem. The Brawl plussery is the best set available anyway.
Listen to the podcast as to why we made this decision. The Cape puts it best and I think we don't need splits in the community.There's still some personal preference involved, and I liked kupo's best. But I will switch over and hopefully with further upgrades this "unified" one will start to meet my liking more and more.
I don't need to listen to anything. Kupo's set was the most fun set for me, but far from perfect. If there's no more updates and another codeset is being worked on (quite intensively from the looks of it) I pretty much have no option BUT to switch over (ESPECIALLY if it's supposed to be the unified one).Listen to the podcast as to why we made this decision. The Cape puts it best and I think we don't need splits in the community.
I guess but some of you won't like it. This is the only way IMO that this code will ever fit like a glove to this game well enough for us to use it in the final set. The truth hurts.can you tell us what you sent![]()
kupo15 said:Hi,
I didn't have time to explain my changes so here goes. I also have some interesting ideas that I would like to try. I have outlined exactly what I believe needs to be done with this code to make it absolutely perfect
Here are the conditions that the momentum code should work based on my melee testing:
-Momentum is a set (specific) force applied that is not adjusted by dash speed. Proof:
Mario had the same momentum speed from a fast walk and a dash.
-You get this momentum as long as your character moves a minimum speed or higher regardless of what animation he is in.
Proof: Melee Mario's fast walk met this requirement which is why he got momentum from his fast walk. Falcon did not met the required speed with his fast walk thus receiving none.
If you meet the required speed AND hold in that direction at the time of the jump, then you get momentum in that direction.
Not only is this how melee worked, but this condition will remove the bugginess of getting momentum from a fox trot.
Disable momentum during Fall 01
This will remove run off momentum
Important discoveries
In melee, not everyone had momentum contrary to what we all thought. Luigi did NOT have momentum at all. Guess what else didn't give Luigi momentum:
Other characters like Sheik, Zelda, ect did not have momentum in melee and didn't have momentum in Phantom wings code either. This means that Phantom wings actually used the true momentum in the game and everyone else who wanted these characters who didn't have momentum (sonic, luigi) to have them were wrong. We were all wrong. The characters who don't get any momentum from Phantom wings code were never designed to have it in the first place.Code:Momentum Capture: Phantom wings 048669D8 60000000
RARing
I tried to do a RAR in melee to see if it will still give you momentum and it does. Now, melee didn't have RARing because of how the game processed skids but if you do the steps to RAR, it will work without giving the effects of RARing
Solution to momentum
So here is my solution to the momentum code that I strongly believe is the correct solution:
1. Build upon the momentum code Phantom wings used instead of the new place you used now.
Not only will this enable RARing, but it also takes care of when this code should work and whatnot. This code phantom wings made takes care of the first 3 out of 4 points I described above.
2. Disable this code during the Fall 01 state
This will remove walk offs
3. Add a modifier
That's it. All you have to is two changes to Phantom wing's momentum code and it should be complete. I highly doubt we have to make it character specific.
Thank you very much!
kupo
sorry, it took me almost an hour to write that up. No. We don't need any additional momentum control. Falcon at 82 feels like melee in the air control department. Try it yourself. Falcon brawl at 82, and melee falcon. The air control is almost identicalAre u gonna ever gonna answer me kupo. I mean i thought u was adding what was in the old smash games to brawl+ DI'ing with neutral B is one of those things and i think it is needed with the momentum code.
I know this quite well from trying to play him today and yesterday. He wants to be a campy and controlling character, but without precision lasers, he really can't. I think that we'll be able to fix that, though. We'll be getting a new momentum code and the ability to fast fall neutral specials, and if we do go through with shrinking the characters/increasing the size of the stages then it would also give him slightly more room to play around in, so I wouldn't worry too much.ok now i understand where u are coming from. I'll wait and see what changes are brought about then. But u do know fox in brawl lacks because of laser spacing.
Tell that to melee sheik. She really is sucky and imbalanced without momentum. I'm pretty sure she gets some momentum, but not a lot.So wait, some people are going to get shafted with this new code? I'm not comfortable with that.
This seems like it will give the people who will have the momentum even more options, and thus leave the others in the dust. Drastic analogy, but you see what I'm saying. Even if characters weren't designed for something, doesn't mean that they shouldn't have it. Bowser isn't designed for thick skin, nor was MK designed to be really light. Why should Falcon get the benefit of momentum and not Sonic? He needs it as much as Falcon does, probably more.
What I'm saying is, it should affect either all the characters or none of them. Momentum threatens the balance of the current codeset we have in the first place.
The reason this gets called melee 2.0 is because in many aspects you are trying to bring things to be more like melee. Look at Kupo for example... he had falcon at a value for momentum that (imo) was too high because "he feels like melee". Now he went on and scrapped the old momentum code because this one should be more like melee...If we don't wind up getting something like that, we shouldn't use the size modifier because then people will definitely start to call this project "Melee 2.0" because then we'd be aiming to make them the same size as Melee's characters and... that's a little much. I really don't think we should change their size at all.
Momentum Capture: V3
Made by (phantom wings, spunit262)
1
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2C03000B 41820010
2C03000E 4182001C
4800001C 48000005
7C6802A6 C1C30020
C03B0008 EC2103B2
D03B0008 00000000
20000000 FADEF00D
ZZZZZZZZ 00000000
E0000000 80008000
IIRC, I think that someone said it was impossible to change stage sizes because there's nothing that changes stage size in the game thus, there's no variable or anything of the like that indicates that change. I wouldn't be too hopeful about stage size modification.
If we don't wind up getting something like that, we shouldn't use the size modifier because then people will definitely start to call this project "Melee 2.0" because then we'd be aiming to make them the same size as Melee's characters and... that's a little much. I really don't think we should change their size at all.
I still don't see what was wrong the the previous momentum code... it gave momentum to the faster characters, properly, and all we needed was to balance the characters so they didn't get an easy 0-death combo.
The reason this gets called melee 2.0 is because in many aspects you are trying to bring things to be more like melee. Look at Kupo for example... he had falcon at a value for momentum that (imo) was too high because "he feels like melee". Now he went on and scrapped the old momentum code because this one should be more like melee...
Also the justification for removing ASL is given as a melee video (and some as**** GaW stalling, which is banned anyway). I recently saw an awesome match that about a full 40 seconds took place on the edge or very near it, and it was a normal brawl match.
Those examples are just in the last couple pages... I'm sure there are tons more.
What you two don't realize is that the plussery was considering taking V10 and making everyone at 50%, falcon at a high value..ect but what you also don't know is that they were planning to not even include momentum because we asked spunit to find a different location to pull the momentum, thus making implementation of the code really horrible. I am pretty confident that with the method spunit had to do to satisfy peoples want for momentum towards all characters, there is no way to fix the buggy problems you see in V10. Thus it would be scrapped anyway.Momentum V11 is better than this garbage. I'm sticking with the older code.