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COMPETITIVE Brawl+: Code Agenda

Problem2

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Problem0
I just tried it and the first thing I do is shield late against Falco's f-smash and then airdodge mid-air when I had no longer pressed shield. The code as is completely bugged.
 

kupo15

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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?
I highly doubt its the wrong action ID given that the FF in tumble code works meaning he knows the correct ID. Its up to Spunit but given the bugs and the possible trouble that fixing the tech buffering code might be, I would love it if spunit could do the no Air dodge in the tumble code first and combine that with the FF in tumble code since it appears to be an easier, quick code to do. I think you would agree, Shanus? Just my 2 cents.
 

HoMaLoN

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I'd like to get into brawl+ but dont have anyone to play with being how they don't like it here in NY. Wifi anyone?
 

peachfvl

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Mar 4, 2008
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wait what...................**** someone test it now!!!!!!!!!!!!!!!!!!!!!! i cant one friend took my brawl because it was in one of his games case
 

Alopex

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Wait, what's wrong with FF'ing a Zair? I hardly see how that would break the game. What I do see is the ability to FF an aerial just like every single other aerial can be FF'd. So why exclude Zairs? Only 4 characters have it and all 4 characters could use that slight buff (Link, TL, Samus, Lucas). And it's not even useful for Lucas anyway, so it's really just 3 characters...
 

Alopex

Smash Ace
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I never said that wasn't. I was specifically referring to this post of yours:

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.
Before apex? No FF.
AD? No FF.
Most specials? No FF.

Zair? FF.
Why not?

Spunit managed to target the code so it only applied to tumbles, so why not have it apply to tumbles AND Zairs? Assuming of course that you don't FF the Zair before the apex.
 

kupo15

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Even though its true that you could FF zairs in melee, I would like them to have landing lag before being able to be ffed instead of autocanceled
 

Alopex

Smash Ace
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Allowing the Zairs to be FF'd and auto-canceled lets them be used for combos. Zairs have a huge duration that effectively makes them useless in combos as anything but combo enders. Allowing a FF with a Zair with auto-cancel is simply a way to cancel the Zair and its massive duration. So that way, if you're Samus, you can cancel the Zair right after you've hit your opponent and then proceed with a follow-up right away. It makes the Zair more fluid. It's, essentially, Zair Canceling and I think it's a very good thing.
And really, Link, TL, and Samus really could use the buff.
 

kupo15

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I think Samus, Link and TL could use an instant knock down move that is not spammable with little to no punishment. Some landing lag will still allow them to follow up after the zairs while allowing it to be somewhat punishable.
 

Revven

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OMG OMG OMG!!!! NO WAI!!!! I can't habeeb that there's a names in replays code! I'll have to try it out when I get home from school, this is the PERFECT timing too!

Edit: hahahahaha! Y.S is amazing, I <3 you Y.S, favorite hacker evar, proving people wrong.
 

SketchHurricane

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So whats the word on the FF code? Does it work for all specials? What's OP'd?

And why exactly did we need FF for tumble? I've been out of the loop as of late.
 

kupo15

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So whats the word on the FF code? Does it work for all specials? What's OP'd?

And why exactly did we need FF for tumble? I've been out of the loop as of late.
I didn't put the FF at anytime in the OP and I don't plan on doing so because it is highly unlikely we will be using a code that gives us that godly control. We need FF tumble for when we get no AD in tumble which we will hopefully get today. It will all make sense when we have that code. I already feel things are tightening up with the FF in tumble so I can't wait to see how awesome it will be without ADing during the tumble. Don't worry, you can tap left/right once in tumble to get out then AD..
 

grim mouser

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It's really cool to have names in replays now... but has anyone else had replay problems to begin with? Every replay I record on Brawl+, and even the ones I recorded in vBrawl, are screwed up. Which code might be causing this?
 

Revven

FrankerZ
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It's really cool to have names in replays now... but has anyone else had replay problems to begin with? Every replay I record on Brawl+, and even the ones I recorded in vBrawl, are screwed up. Which code might be causing this?
You have to have the same codes on you had at the time of the replay in order to view them. If you ARE using the same codes then I think it is the three liner replay code, it has trouble I noticed with saving replays over three minutes some times (like it won't save four player FFAs if it exceeds like five minutes). Use the one liner replay code in this case, it has been 100% reliable to me in the MANY months I've been using it for vBrawl.

As for vBrawl replays, you need codes to be off to view them. Remember, replays are only button inputs saved to the Wii, they're not actual video formats, if they were there'd be a way to convert them much like snapshots.
 

The_Guide

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Will there be a way to exclude stages from the camera code? As it is, Rainbow Cruise is awkward to play on.
 

kupo15

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Will there be a way to exclude stages from the camera code? As it is, Rainbow Cruise is awkward to play on.
I think your setting is too strong but in any case, lets wait on adjusting this code until our other codes are finished namely the no air dodge in tumble. We are almost at our limit with codes so you shouldn't be waiting too long before changing that code
 

cAm8ooo

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I haven't tested the camera code, so i don't know if i like it but hopefully we will have enough room for this, the teching window, the replay code and KB modifier within our coding space. :(
 

spunit262

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Oct 15, 2008
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The name tags in replays works exactly as how I said it would. But I can't believe how short it is. I wounder were he found the space to store them in the replay.
 

zxeon

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I was about to say you were going overboard with the camera stuff, but if we can get the camera to behave more like it did in Melee we'd have a much better view of stages and the action.
 

kupo15

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I was about to say you were going overboard with the camera stuff, but if we can get the camera to behave more like it did in Melee we'd have a much better view of stages and the action.
Exactly. The increased run speed and air momentum makes us out run the camera a lot so adjustments should be made so we can see better and be more precise. Plus it will make the matches feel faster also
 

spunit262

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Buffer Mod + tech fix V3 [Phantom Wings, spunit262]
C285B784 00000006
38600002 8087007C
80840034 2C040049
40A20008 3860000A
809F015C 7C041800
4182000C 3880FFFF
909F0150 00000000

This fixes the freeze that GPDP reported. It occurred whenever the buffer was shrunk without being cleared, ie leavening the tumble in a in voluntary manner, as all voluntary action clear the buffer. I made it clear the buffer whenever it changed size (grows or shrinks) so that hopeful should help with buffered AD.
 

Shell

Flute-Fox Only
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Thanks. I'll check that out.

Spunit, can I add an odd number of characters to the momentum code?

I tried making the last line

00000000 FF000E66
or
FF000E66 00000000

and no luck. Should I just put an extra character in there at global levels?
 

spunit262

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Thanks. I'll check that out.

Spunit, can I add an odd number of characters to the momentum code?

I tried making the last line

00000000 FF000E66
or
FF000E66 00000000

and no luck. Should I just put an extra character in there at global levels?
Are you changing the byte count?
 

kupo15

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so that hopeful should help with buffered AD.
Cool I'll test this out as well but the point of this code wasn't to help buffer an AD, it was to help buffer a ukemi which is where the "no AD in tumble" code comes into play. With that code, you can't buffer an AD but hopefully make ukemi easier.

EDIT: Actually, it might be impossible to see if this code helps your not without the "no AD in tumble" code because you would always go into an AD instead of performing a ukemi
 

spunit262

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No AD in tumble [spunit262, Phantom Wings]
C277F188 00000004
5400D97F 41820018
80810010 2C040021
40A2000C 809E0034
2C040049 00000000
C277F2B0 00000004
5400D97F 41820018
80810010 2C040021
40A2000C 809E0034
2C040049 00000000

I had hook two points with the same code because of the buffer...
 

kupo15

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Oh wow awesome. Can't wait to test this! ^_^

Are you saying that without the buffer code+teching fix, this would be shorter? If so, do you mind posting that in case the buffer code turns out to not help?
 

spunit262

Smash Journeyman
Joined
Oct 15, 2008
Messages
421
Oh wow awesome. Can't wait to test this! ^_^

Are you saying that without the buffer code+teching fix, this would be shorter? If so, do you mind posting that in case the buffer code turns out to not help?
No, only at 0 buffer could if be shorter, maybe.
 
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