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COMPETITIVE Brawl+: Code Agenda

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
There, also these are the values of Final Destination.
Oh, so all other stages would be normal then unless someone finds the values for the other stages? If that is the case, then it will definitely should be held off until gecko 2 comes out since we don't have the space and there are a couple of codes that would be more beneficial for the moment like what shanus said.

Can't wait to try this out
 

Sanu

Smash Champion
Joined
Dec 22, 2005
Messages
2,179
I hate to ask again, but... is there a proper code for friction yet? I vaguely remember someone mentioning problems with the current one.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Shanus, how does the momentum code you're using affect characters like Sonic?
works beautifully


btw, new AT: use your momentum slowing ADs right before you land like a way to stop yourself from sliding ;-)
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
It affect all the stages, these values were just pulled for FD.
Oh ok. So you are saying that the code takes FDs boundaries and applies it to all the stages so FD has the same camera? If so, does this mean the camera is less dynamic on stages smaller than FD and more dynamic on stages larger than FD? I guess I'll find out soon enough.

If so, which hex value can I adjust to customize the stage size if I can at all?

EDIT: Ok so I tested it out and have some questions. Can I delete full colored segments and it will still work and not affect the segments I deleted? I ask this because I tested New Pork and the camera boundary obviously didn't show the edges that it normally does. So I don't want that affected so that the boundary is defaulted to whatever its supposed to be for the stage and I think (?) I want to leave everything else. Not sure.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Oh ok. So you are saying that the code takes FDs boundaries and applies it to all the stages so FD has the same camera? If so, does this mean the camera is less dynamic on stages smaller than FD and more dynamic on stages larger than FD? I guess I'll find out soon enough.

If so, which hex value can I adjust to customize the stage size if I can at all?

EDIT: Ok so I tested it out and have some questions. Can I delete full colored segments and it will still work and not affect the segments I deleted? I ask this because I tested New Pork and the camera boundary obviously didn't show the edges that it normally does. So I don't want that affected so that the boundary is defaulted to whatever its supposed to be for the stage and I think (?) I want to leave everything else. Not sure.
Camera properties [spunit262)]
48000000 80b8a428
De000000 80008180
58010000 00000078
De000000 80008180
16000010 00000030
42a60000 447a0000
3d4ccccd 3d4ccccd
00000000 00000000
00000000 Bdb2b8c2
3f060a92 3f800000

3f800000 3f800000
E0000000 80008000

Camera angle
Zoom or something
Unknown vars
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
Camera properties [spunit262)]
48000000 80b8a428
De000000 80008180
58010000 00000078
De000000 80008180
16000010 00000030
42a60000 447a0000
3d4ccccd 3d4ccccd
00000000 00000000
00000000 Bdb2b8c2
3f060a92 3f800000

3f800000 3f800000
E0000000 80008000

Camera angle
Zoom or something
Unknown vars
Cool the boundaries are not affected. I'm going to test playing around with the orange value to see if I can make it more zoomed in. I think we should play with this more after the tumble code because we need teching to be easier plus the other benefits it will provide.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
edit: nevermind, i am tired, I just replied to the same question twice :(
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
FF Anytime [spunit262, Phantom Wings]
C27651BC 00000007
887E007C 2C030000
40A2002C 809E0014
54846CFE 2C0417E5
41A0001C 80810064
80840070 80840024
80A4FFF8 60A50004
90A4FFF8 00000000
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
FF Anytime [spunit262, Phantom Wings]
C27651BC 00000007
887E007C 2C030000
40A2002C 809E0014
54846CFE 2C0417E5
41A0001C 80810064
80840070 80840024
80A4FFF8 60A50004
90A4FFF8 00000000
So that allows us to FF in tumble? Sounds good. Burn Notice is on, I don't have TV control, but I'll try it out.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
FF Anytime [spunit262, Phantom Wings]
C27651BC 00000007
887E007C 2C030000
40A2002C 809E0014
54846CFE 2C0417E5
41A0001C 80810064
80840070 80840024
80A4FFF8 60A50004
90A4FFF8 00000000
Thats cool but there are things we don't want to fast fall on. Things like during an AD (only before it), zairs and most specials should not be fast fallen. We also don't want to be able to fast fall before the apex of a jump either because you can only fast fall when you are moving down. If you can specifically target only the tumble and only when you start moving down that would be great.
 

Sk8nMasta

Smash Apprentice
Joined
Apr 30, 2005
Messages
76
Location
Kennewick, wa
is there anything on infinite jumping off heads? seems you can only do it five times. also is there a code to increase and decrease movespeed? as in increaseing the speed of a falcon punch from 2 seconds to 1?
 

goodoldganon

Smash Champion
Joined
Mar 17, 2008
Messages
2,946
Location
Cleveland, Ohio
It works for the 5 minutes I tested it but something felt off about the rest of the game. I was playing on my 8 inch **** TV cause roomie is watching something so I'll get more concrete tests really soon here.
 

kupo15

Smash Hero
Joined
Mar 14, 2008
Messages
7,002
Location
Playing Melee
is there anything on infinite jumping off heads? seems you can only do it five times. also is there a code to increase and decrease movespeed? as in increaseing the speed of a falcon punch from 2 seconds to 1?
This isn't the thread for the footstool question and no there isn't a code out as I know of. The move speed is the "frame speed mod" in the front page
 

zxeon

Smash Lord
Joined
Apr 11, 2006
Messages
1,476
Location
Indianapolis, Indiana
No. It will break the game. The only FF additions needed are during the tumble and all neutral B lasers, fireballs, and thunder shocks after the apex of your jump
Be serious Kupo, a little fastfalling isn't going to break the game.

I'm not saying absolutely everything should be ffed but this gives us a chance to test to see what works.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Some corner cutting caused it to not work on every one.

FF Anytime [spunit262, Phantom Wings]
C27651BC 00000008
887E007C 2C030000
40A20030 809E0014
54846CFE 2C0417E5
41A00020 80810064
80840070 80840024
8084001C 80A40000
60A50004 90A40000
60000000 00000000

FF during tumble [spunit262, Phantom Wings]
C27651BC 00000008
887E007C 2C030000
40A20030 809E0014
54846CFE 2C0417E5
41A00020 80810064
80840070 80840024
8084001C 80A40000
50A5977A 90A40000
60000000 00000000
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
Some corner cutting caused it to not work on every one.

FF Anytime [spunit262, Phantom Wings]
C27651BC 00000008
887E007C 2C030000
40A20030 809E0014
54846CFE 2C0417E5
41A00020 80810064
80840070 80840024
8084001C 80A40000
60A50004 90A40000
60000000 00000000

FF during tumble [spunit262, Phantom Wings]
C27651BC 00000008
887E007C 2C030000
40A20030 809E0014
54846CFE 2C0417E5
41A00020 80810064
80840070 80840024
8084001C 80A40000
50A5977A 90A40000
60000000 00000000
spunit, what is the action ID for the tumble? would you be able to combine the second code to make it so buffer=10 during that tumble?
 

kupo15

Smash Hero
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Mar 14, 2008
Messages
7,002
Location
Playing Melee
shanus, leaf and I both think that buffering doesn't do anything for teching. Lets let spunit at least do the no ADing part first and lets discuss it before he makes it. But the tumble ID would be nice to know
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
shanus, leaf and I both think that buffering doesn't do anything for teching. Lets let spunit at least do the no ADing part first and lets discuss it before he makes it. But the tumble ID would be nice to know
I don't know about that, I never miss a tech in vBrawl :-O. And if its a 5 line fix till something better shows up, I'm all for it.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
spunit, what is the action ID for the tumble? would you be able to combine the second code to make it so buffer=10 during that tumble?
049, but that's not how I did it there, a flag right next to the FF flag is set when your in the tumble so I just copy the flag.

I don't know if changing the buffer size mid fight is a good idea, but that would have to be done in the buffer code itself.
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Buffer Mod + tech fix [Phantom Wings, spunit262]
C285B784 00000004
38600002 8087007C
80840034 2C040049
40A20008 3860000A
60000000 00000000

Try this.
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
049, but that's not how I did it there, a flag right next to the FF flag is set when your in the tumble so I just copy the flag.

I don't know if changing the buffer size mid fight is a good idea, but that would have to be done in the buffer code itself.
Hmm, i see. It'll be interesting to see if it works or not. It could be a very trivial way to fix the tech window until we develop a frame based method.
 

Eldiran

Smash Lord
Joined
Jan 8, 2008
Messages
1,707
Location
Pennsylvania
Hey! I figure this is the best place to go to ask about Brawl+ codes. In the other thread, "Brawlplusery", there are codes, "Metaknight's Flimsy Armor" and "Bowser's Thick Skin".

Code:
Bowser's Thick Skin [9 Lines]
C276967C 00000008
3862FEE0 C00300AC
8004C690 2C00000B
40820024 FC010040
4080000C EC210828
48000014 C00300A4
EC210032 C00300DC
EC210028 3C6080AD
60000000 00000000

Metaknight's Flimsy Armour [7 Lines]
C281D038 00000006
3BE2FEE0 801DF5AC
2C00000B 4082000C
C2DF00AC 48000010
2C000016 4082000C
C2DF00B4 EC360072
4E800020 00000000
I tried using them, but the end result was that Metaknight was impervious to any knockback and Bowser was immune to all damage. What's up with that? Am I missing a code?

Thanks!
 

Almas

Smash Lord
Joined
Jul 6, 2008
Messages
1,588
Those codes are reliant on the Character Jump/Grav values code. Many of the codes in that set are tailored specifically for it, and I have no intention of providing support for those not using it.

Edit: Awesome, spunit.

For those testing the code, it's currently set to 2 frames, with 10 whilst tumbling.
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
lol I just got a freeze in the middle of testing the code. But then again, I realized I also had the one liner buffer code active. I'll give it another go.
 

Dark Sonic

Smash Hero
Joined
Jun 10, 2006
Messages
6,021
Location
Orlando Florida
Shanus, how does the momentum code you're using affect characters like Sonic?
It works well except for one small problem.

SDJ carries your momentum when you cancel it with an attack (as in, you keep going at SDJ speed instead of slowing down), making it impossible to combo straight out of it (you have to jump cancel and then attack, which wastes your jump).

Is there any way we can get a fix on this?

SDJ=spin dash jump (the rolling portion of both Sonic's side B and his down B followed by a jump. Sonic does a jump while spinning, you can't miss it. It is the same for both side B and down B.) The problem is that when you cancel this with an attack, you keep your momentum (which you did not previously). Can you fix this so that Sonic's momentum resets to his max airspeed instead (like it did in vBrawl)?
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
Ok, no more freezes so far. All I had to do was disable the one line code.

Even so, this is still not the fix we should settle for. Yeah, teching seems to be a little bit easier, but all of a sudden I was reminded of a long-forgotten reason for which I hate vBrawl's buffer. Namely, if you press shield after getting launched by an attack, whether you were too late to shield or you bounced off the stage before you could attempt to tech, you'll almost certainly perform an AD, and in the case of a heavy character like Falcon, you're likely gonna die. This is a problem, and frankly, considering the rest of the game runs on 2 buffer, it feels inconsistent and alien. I don't like it.
 

Problem2

Smash Champion
Joined
Jun 12, 2006
Messages
2,318
Location
Crowley/Fort Worth, TX
NNID
Problem0
I'm trying to understand the friction code here. Is it additive as in any number you put is added to the entire cast or is a multiplier in which anything below one would make characters slide around more?
 

shanus

Smash Hero
Joined
Nov 17, 2005
Messages
6,055
SPunit, no real conclusions yet on the buffer tech window code yet.

One more thing, in your tumble code, can you turn off the ability to air dodge during it?

Thanks a ton man, you performing some serious magic.



GD: Your post confuses me as any hit (even including a jab), should have enough hitstun to make your buffered shield not actually cause any form of issues. Maybe its the wrong action ID? Maybe its applying to the hitstun state instead of the tumble state?
 

GPDP

Smash Ace
Joined
Dec 29, 2008
Messages
927
SPunit, no real conclusions yet on the buffer tech window code yet.

One more thing, in your tumble code, can you turn off the ability to air dodge during it?

Thanks a ton man, you performing some serious magic.



GD: Your post confuses me as any hit (even including a jab), should have enough hitstun to make your buffered shield not actually cause any form of issues. Maybe its the wrong action ID? Maybe its applying to the hitstun state instead of the tumble state?
Indeed, it seemed to me like I would AD right out of hitstun.
 
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